LEVIATHAN: THE TEMPEST Table of Contents 1 Introduction ............................................................................................................................................ 5 1.1 Theme.............................................................................................................................................. 5 1.2 Mood ............................................................................................................................................... 5 2 Leviathan: the Tempest Lexicon ............................................................................................................ 6 Chapter 1 : The World That Is (and Was) ................................................................................................. 9 Bereshit - The Tribe .............................................................................................................................. 9 Before .............................................................................................................................................. 10 Marduk ............................................................................................................................................ 10 Noach - The Fall ................................................................................................................................. 11 Speciation ........................................................................................................................................ 12 Primordial Icons .............................................................................................................................. 12 Legends of the Tribe ....................................................................................................................... 14 The Rift ........................................................................................................................................... 15 Lech Lecha - Getting By ..................................................................................................................... 16 Emergence ....................................................................................................................................... 16 Schools ............................................................................................................................................ 17 Sidebar: Other Schools? .................................................................................................................. 19 Humanity......................................................................................................................................... 19 Cults ................................................................................................................................................ 20 Family ............................................................................................................................................. 21 Cohort.............................................................................................................................................. 23 Sidebar: Tiers and Leviathan .......................................................................................................... 24 "Culture" ......................................................................................................................................... 24 Fitting In .......................................................................................................................................... 24 LeviathanTempest:ChapterTwo .............................................................................................................. 26 Chapter 2 : Character Creation................................................................................................................ 28 Experience Point Costs ....................................................................................................................... 37 The Strains .......................................................................................................................................... 38 Bahamutans ..................................................................................................................................... 38 Dagonites ........................................................................................................................................ 40 Lahamin .......................................................................................................................................... 43 Nu .................................................................................................................................................... 46
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LEVIATHAN: THE TEMPEST
Table of Contents 1 Introduction ............................................................................................................................................ 5
2 Leviathan: the Tempest Lexicon ............................................................................................................ 6
Chapter 1 : The World That Is (and Was) ................................................................................................. 9
Bereshit - The Tribe .............................................................................................................................. 9
Before .............................................................................................................................................. 10
Legends of the Tribe ....................................................................................................................... 14
The Rift ........................................................................................................................................... 15
Lech Lecha - Getting By ..................................................................................................................... 16
Family ............................................................................................................................................. 21
Fitting In .......................................................................................................................................... 24
Chapter 2 : Character Creation ................................................................................................................ 28
Experience Point Costs ....................................................................................................................... 37
The Strains .......................................................................................................................................... 38
Nu .................................................................................................................................................... 46
The Schools ......................................................................................................................................... 56
The School of the Abyss ................................................................................................................. 56
The School of the Sun ..................................................................................................................... 58
The School of Clay ......................................................................................................................... 61
The School of the Reef.................................................................................................................... 64
The School of Fog ........................................................................................................................... 67
The Prelude ......................................................................................................................................... 69
Storytelling the Prelude ................................................................................................................... 70
Developing – Early Life .................................................................................................................. 70
Example of Character Creation ....................................................................................................... 73
Social Effects of Transformation .................................................................................................... 86
The Wake ............................................................................................................................................ 87
Sidebar: The Best Idea Someone Else Gave You ........................................................................... 88
Mechanics of the Wake ................................................................................................................... 88
Banes of the Tribe ............................................................................................................................... 89
Leviathan and Merits ...................................................................................................................... 91
Antagonists and Related Characters ..................................................................................................... 172
Our Family ........................................................................................................................................ 172
Other Leviathans ........................................................................................................................... 172
Earth's Most Mighty Tribe ............................................................................................................ 188
History ........................................................................................................................................... 247
The Arcadio Legacy ...................................................................................................................... 247
The Refuge Church ....................................................................................................................... 247
Original Sin: the separation........................................................................................................... 248
Dark Days and Illuminated Nights ................................................................................................ 248
The Depths ........................................................................................................................................ 260
The Shallows ................................................................................................................................. 260
The Second Depth ......................................................................................................................... 260
The Third Depth ............................................................................................................................ 261
The Fourth Depth .......................................................................................................................... 262
The Fifth Depth ............................................................................................................................. 262
The Sixth Depth ............................................................................................................................ 263
The Core ........................................................................................................................................ 263
Sidebar: Navigating The Core ....................................................................................................... 264
The Tempest ...................................................................................................................................... 265
Sidebar: Atolls in the Rift! ............................................................................................................ 265
The Waves..................................................................................................................................... 265
The Brine....................................................................................................................................... 266
The Glow....................................................................................................................................... 266
The Ice........................................................................................................................................... 266
The Sandstorm .............................................................................................................................. 266
The Volcanic Region .................................................................................................................... 266
The Lightning Fields ..................................................................................................................... 266
1 Introduction Leviathan: the Tempest is a fan-made game based on White Wolf's popular World of Darkness (TM)
setting and rules. It has been written collaboratively by members of the RPG.net forum boards, and is
not intended in any way as a copyright infringement. We love you, White Wolf, don't sue us!
In writing Leviathan: the Tempest, we had several objectives. First, we wanted to explore the thematic
and narrative possibilities of writing a game about classic horror monsters such as the Creature from
the Black Lagoon or H. P. Lovecraft's Deep Ones. Although at first this was a semi-serious attempt at
brainstorming, it quickly became apparent that the field was so strong a real, albeit fan-made, game
could come out of it. Second, we wanted to avoid overlap with the thematic cores of either the official
World of Darkness games or the most well-known fan-games. Finally, we wanted to follow the
guidelines that the other games followed: the game should be able to stand alone, but allow for cross-
overs; characters should be a cross between humanity and something monstrous, with most of the game
experience resting on the balance between the two; and finally, the game should be fun and rewarding.
We hope to have succeeded.
In Leviathan: the Tempest, players take on the role of an individual whose bloodline is tainted by the
essence of primordial monster-gods, causing strange transformations of both the body and the mind.
1.1 Theme The main theme of Leviathan: the Tempest is that of monstrous puberty.Leviathans are constantly
experiencing a deep, painful transformation into something that is utterly alien. Their body and mind
change, they realise they can do things they would never have been able to do before, and they have to
assume new responsibilities. They also experience new, often uncomfortable desires that they can't
quite explain. This often makes the Leviathan experience a quest for meaning, striking out on their own
or with a close group of friends to find their own path. All these elements mirror closely the events of
adolescence, with a supernatural twist on it that makes Leviathans true monsters, albeit sometimes
reluctant. This can provide the general framework of the story, as that in a bildungsroman, where the
characters come out of the story, deeply changed by its events.
The second theme is that of isolation and responsibility. Leviathans exert a pull on the human psyche,
which makes people want to worship and serve them, or at least get out of their way. The responsibility
this bring on is immense, as are the potential abuses a Leviathan can get out of willing subservient
humans. With a few specific people, called Atolls, the relationship is reversed: they fascinate
Leviathans and could utterly subjugate them. Some Leviathans choose isolation to deal with this, but
the monstrous part of their being actively wants worship and sacrifice, and will fight to get it. In any
case, Leviathans can hardly have normal relationships with humans. That is a core conflict that drives
the stories in the game.
1.2 Mood The general mood of the game is that of Stagnation. Stagnation is an unusual mood to find alongside
themes of puberty and change; the connection is that individual Leviathans are undergoing monstrous
changes, the Tribe is stagnating. Though an individual Leviathan may make great accomplishments,
older and wearier members of the tribe have seen it before. The same ideas, the same achievements,
young Leviathans they knew from the cradle have become old and weary yet accomplished nothing
truly new. There is constant change, but it's all going round in circles.
Sometimes a Leviathan will manage to escape this fate, but even then the Tribe's stagnation is absolute.
If they're particularly lucky they will be able to mentor a student or nurture a tradition that lasts for a
few generations but these are only temporary. As a people Leviathans seem incapable of standing upon
shoulder of giants. Every generation must start from the beginning, retreading old ground again and
again. Every year the world moves forward leaving the Tribe further behind.
2 Leviathan: the Tempest Lexicon Ahab : A human whose will has been overpowered by the Wake but driven to hatred rather than
servitude. Ahabs are a dark reflection of Beloved.
Atoll : A human being who is naturally immune to the Wake. Atolls exert a powerful fascination on
Leviathans, as contact with them provides a momentary reprieve from many of their worries.
Bahamutans : A Leviathan of the Strain descending from the Progenitor Bahamut. The Bahamutans are
portrayed as indestructible and tend towards great size and power. They most easily cultivate the
resilient adaptions of the Tribe.
Beloved : A human whose will has been overpowered by the Wake. They are obsessed with the
Leviathan that they fix on and are driven to worship and obey them. Beloved form the backbone of a
Leviathan's Cult.
Birthright : A low-level power associated with a Vestige. Can be used in any form.
Channel : An expression of supernatural power that represents a portion of a greater Vestige. As a
Leviathan transforms towards a greater Depth, the amount of power available increases. Channels can
be Ancestral or Descendant, with understanding of the latter "growing out" of mastery of the former.
Cohort : A small, intimate social grouping of Leviathans, similar to a Vampire Coterie, et al.
Cult : A gathering of humans subverted by the Wake to serve and worship a Leviathan, whether the
Leviathan wishes for this or not.
Dagonites : A Leviathan of the Strain descending from the Progenitor Dagon. The blood of Dagon is
the most fertile of that in any Strain, and the Dagonites as a result have an easy time cultivating the
generative powers of the Tribe.
Depth : A particular level of transformation which a Leviathan can attain. The greater the Depth, the
most monstrous and least human the Leviathan is. There are seven forms available to the Tribe in all,
ranging from a human form to a grotesque abomination.
Doldrums : Areas within the Rift that are somehow shielded from the Tempest.
Gatewaters: An area of the real world with an unusually close connection to the Rift, leading to
disappearances, hallucinations, and mysterious events. Most Gatewaters are in areas with plenty of
water.
Hetman: A local leader of the Tribe. Usually an informal role with no official power that emerges and
vanishes naturally from reputation and social dynamics.
Hybrid : A half-human entity whose bloodline has been mixed with that of a Leviathan or similar entity.
Hybrids exhibit typical sets of mutations in a given family but have no control of their forms. Each
Strain can deliberately cultivate a specific breed of Hybrid - these "favored types" are called the
Lahmasu and are often reared to provide aid or worship to a Leviathan.
Lahamin : A Leviathan of the Strain descending from the Progenitor Lahamu. The Lahamin are
renowned for their limitless vision, they most easily cultivate the perceptive powers of the Tribe.
Marduk : Refers to both the mythical slayer of Tiamat and the Marduk Society, a Hunter conspiracy
endowed with Super Science dedicated to hunting down the Tribe.
Nu : Either a Progenitor of the Wicked Tribe or a Leviathan from the Strain descending from it. The Nu
strain is associated with a connection with the Primordial Waters and are said to have the gifts of
introspection and utter mastery of the elements.
Oceanids : A Leviathan of the Strain descending from the Progenitor Oceanus. The Oceanids are
associated with the control of mortal minds and with grandiose pursuits - they identify themselves with
the great power and limitless appetites of the heroes of Greek legend.
Ophion : A Leviathan entirely devoid of Tranquility, who has returned permanently to a monstrous,
divine state. Named for the primordial serpent of Greek mythology, the first ruler of Olympus who was
cast down into the ocean stream.
Outburst : An involuntary and painful transformation into a greater Depth, brought on by psychological
or supernatural stress.
Primordial Waters : The lost realm ruled over by Tiamat and the Progenitors, which was disrupted by
the ascent of mankind and the creation of the Tempest. Now lost, it remains a goal for many Leviathans
both as a physical place and as an unburdened and serene state of existence.
Progenitor : Mythical creatures of immense power, said to have given birth to modern Leviathans.
Progenitors are said to have ruled over all living beings in the time before the Tempest rose. The Tribe
recognizes seven major Progenitors:
Unchained Bahamut, legendary for its size, its usual tranquility, and its fury when roused. Progenitor of
the Bahamutans.
Dagon the Hierarch, also Dagon the Arch-heretic. Dagon could impose his will on whoever he wished
and maintained control over vast swathes of the mortal population. The Progenitor of the Dagonites.
Elder Nu, also called Nunet. Nu was a primordial entity deeply connected to the fertile waters, which
never kept a solid physical shape. Progenitor to the Strain of Leviathans of the same name.
Watchful Lahamu, or Lahamu the Celestial Eye. A sinuous being, a recluse that nevertheless was said
to see and know all things. Progenitor of the Lahamin.
Oceanus, Father-of-Seas, known as a patriarchal figure of impossible allure, worshipped with
unrestrained fervor. Progenitor of the Oceanids.
Sinner-Devouring Tanninim, also Tanninim the Unbending. An unhesitating and unfeeling predator
that was said to devour whole nations that stood against the Tribe. Progenitor of the Tanninim.
Island-Breaking Thalassa, or Mighty-Armed Thalassa. Known for its impossible strength and grace, it
was said to have pushed the continents up from the depths and to have shaped the faces of mountains.
Progenitor of the Thalassans.
Rift (The) : A mental and metaphysical reality that Leviathans can access through various means. The
Rift contains physical elements of the lost world but also (or perhaps only) reflects the collective
unconscious of all living and dead Leviathans, growing progressively more alien and inhospitable the
deeper one goes. The Primordial Waters supposedly lie beyond the uttermost depths of the Rift, beyond
the Tempest. The Rift is contrasted with the Shore, a term for the real world.
School : An informal group of teachings, ideals, and approaches to life, which provide a Leviathan with
a model for behavior. A Leviathan's School defines the approach he takes to the centres of interest of
the Tribe: ancient history, relationship with mortals, moral behaviour, etc. The Schools are as follows:
The School of the Abyss encourages Leviathans to withdraw from the world and find answers in the
Rift.
The School of Clay focuses on understanding of human culture, society and technology to integrate in
the modern world.
The School of Fog tries to understand how Leviathans and their powers function, to recreate the world
before the Tempest.
The School of the Reef holds that the mortals and leviathans alike require constant protection against
dangers, and agressively seek out threats to eliminate and knowledge of the Tribe's enemies.
The School of the Sun encourages Leviathans to build a religious relationship with the world and with
mortals.
Shallows : The area of the Rift closest to the Shore.
Sheol : A measure of a Leviathan's connection to his bloodline, and how deep he has tapped into his
antediluvian heritage. The higher one's Sheol, the more powerful and god-like, but also more bestial
and impossible to ignore, one becomes
Shore (The) : A term used on occasion to refer to the real world, as opposed to the Rift. Most common
among Leviathans that contend that both realities are equally "true" and who bristle at the idea of a
"real" world.
Strains : Lineages of Leviathans descended from a common ancestor Progenitor. Strains share some
characteristics, and a given family line with Leviathan blood usually belongs to one given Strain. There
are seven major Strains, and a handful of smaller and less recognized offshoots or distant cousins.
Tanninim : A Leviathan of the Strain descending from the Progenitor Tannin. Particularly prone to
develop the stalking and hunting mechanisms of the Tribe, the Tanninim are referred to as "judges" -
perceiving and punishing the sins of mortals and of the enemies of the Tribe.
Thalassans : A Leviathan of the Strain descending from the Progenitor Thalassa. The Thalassans are
characterised by impossible strength and grace. They have a natural grasp over the Tribe's physical
potency.
Tiamat : The mythical ancestor for all Leviathans. Possibly a personification of a primordial life-force
or even the primordial ooze from which all life sprung. Said to have been "slain" and dismembered; her
place has been occupied by the Tempest.
Tempest : Both a physical and spiritual imbalance which is said to exist as a consequence of the
creation of the current world. The Tempest was said to come into being when Marduk slew Tiamat and
reordered the world, separating the Tribe from the Primordial Waters. The Tempest is also used as a
model for the emotional difficulties faced by Leviathans due to their fallen state.
Tranquility : The state of calm, balance and connection with their inner nature that is regarded as a goal
by most Leviathans.
Typhon : A Leviathan entirely devoid of Tranquility, who has returned permanently to a monstrous,
primal state.
Vestige : A remnant of the impossible powers of the Progenitors, divided into various Channels that
grasp fragments of a greater trait such as "inviolability" or "indestructibility."
Wake (The) : A psychic impression created by Leviathans which urges mortals to subconsciously
submit or cower in the presence of a member of the Tribe. Some mortals are particularly vulnerable,
with the pressure of the Wake turning them into Beloved, while others, known as Atolls, are immune.
Wicked Tribe (The) : Leviathans as a whole, differentiated from the tribes of mankind and other
entities.
Chapter 1 : The World That Is (and Was) "In the beginning God created the heavens and the earth. Now the earth was formless and empty,
darkness was over the surface of the deep, and the spirit of God was hovering over the waters."
Genesis 1:1-2.
In a sense, the story of the Tribe begins here - at the origins of creation. But the formless world did not
remain that way. Nothing emerges from nothing - the Tribe's legacy is encoded in the history of the
Primordial Waters and the bloodlines of the Progenitors, realized in the Strains of the Tribe. A
Leviathan is the inheritor of these bygone days - the points before definition, the world before the
parting of the waters. The world before mankind and their mandate over the land and sky and seas.
Before all this, the formless chaos of Tiamat and her offspring. After it, the Tempest.
Bereshit - The Tribe A Leviathan is a man or woman born into a bloodline mixed with the blood of a Progenitor, who comes
into that power and changes into an inhuman being, a divine essence limited and warped by the
confines of flesh. Together, the Leviathans form the Tribe. United in blood and by circumstance, they
are, for good or ill, the remnant of an aborted stage of creation. For the excesses of their ancestors and
the riotous hunger encoded into their blood, Leviathans are immortalized in the myths and residual
memory of mankind as the Wicked Tribe - the aboriginal Other, from whom all horrors descend.
Members of the Tribe do not have the luxury of dismissing this negative portrayal of their lineage.
Their existence is unequivocally something horrific, something wrong - the world distorts around them.
Their instincts guide them inevitably towards the pursuit of sin and excess, towards the abuse of others,
the destruction and perversion of minds. The blood of the Progenitors cries out for the destruction of
this new, diluted creation cast in the image of mankind and not their own. A Leviathan cannot plead
necessity or make excuses for themselves - they should not be. The expression of their Strain, as the
point at which they become something entirely other than human, thrusts them solidly into an untenable
position, a point from which they must become something else. The crucible of change is not kind to a
Leviathan, instinctively cleaving to their human life while simultaneously urged to run rampant and
indulge in the most unrestrained depths of sin and cruelty. Most never progress, endlessly
recapitulating periods of growth, stability, and eventual collapse. Some simply stop, becoming the
monstrosity that their lineage directs them to become. They become Typhons, creatures of pure appetite,
whose outrages reproduce the worst horrors of the lost age of Progenitor supremacy.
Before What little information that the Tribe has about the world of the Progenitors mirrors numerous creation
myths. They envision a world of formless chaos called the Primordial Waters. At the heart of the Seas,
the deepest depths, rested the source of all things : Tiamat, the Mother. All things emerged from Tiamat
- land, sea, and stars, and among them the Progenitors, immeasurable beings who in turn gave birth to
lesser beings, and from them still lesser beings. From the mingling of the blood of the Progenitors and
mankind, the Tribe was born and ruled over nations as demigods and heroes. As time passed, a member
of the Tribe would evolve and grow, maturing into something new or possibly even into a Progenitor.
Mankind lived in rough harmony with the world, subservient to the lineage of Tiamat, and the world
was whole and ripe with possibility.
Or maybe not. The fact is, the Tribe's creation myth is just that - a myth. They have no idea how much
should be taken as metaphorical and which parts are pipe dreams amended to the structure of the tale
by later generations. Tiamat could be an entity or an ideal or even just another term for the primordial
ooze. Progenitors could be literal beings or lines of evolution. Foremost among these concerns is the
concept of the Leviathan stage as one of transition onto something better, more whole and complete - a
state that no Leviathan has achieved, at least according to what can be divined from unreliable records.
A stage that might not even exist. The Tribe professes a great and majestic history that was lost because
the alternative is that they are detritus, a monstrous hybrid of two forms of life that has no possibility of
future developement. The Tribe cannot accept that what they are is all that they will ever be. To do so
would be to surrender to the fact that they are between states, that there is no exalted state to which
they are returning. That there is nowhere to go but down.
Marduk Myth or not, the world brought forth by Tiamat did not last. Mankind, not content to serve, began to
harness the forces of nature. Humans built gods to supplant the idols of the Progenitors and formed
communities that observed their own rules, resisting the edicts of the Tribe. Marduk - a man, perhaps,
or group of men, or perhaps simply a movement - rose up in battle against the Tribe, and defeated them,
casting down Tiamat and imposing a new order on creation. The Primordial Waters were parted and
land and sky forged out of the bodies of the Progenitors. The Tribe, formerly deified, became reviled
and hunted, their ancestral springs drying up and the Progenitors severed from their spawn. The
towering spires and chapels of the Tribe were torn down or lost in the parting of the seas, and their
history stricken from the record. The civilization of Man was built on the bones and guts of the
Progenitors and the relics of the Tribe.
Or maybe not. Maybe Marduk was the first human to overthrow the tyranny of monsters and destroy
their blasphemous idols. The Tribe refers to the Primordial Waters as a place of tranquility and
harmony, and while this may be true for the Tribe it's hardly a leap of logic to think that the progenitors
of a bloodline that thrives in the exploitation and wholesale degradation of mankind might not have
been the pillars of a sustainable community, much less a world that one might want to return to. In fact,
there's no real reason beyond a profound sense of the Tribe not belonging to this world that one must
accept that some greater, more suiting world ever existed. The sundering of the world might be another
of the convenient, self-forgiving myths that the Tribe use to justify their behavior and the way they
treat humanity.
Noach - The Fall "And the whole earth was of one language, and of one speech. And it came to pass, as they journeyed
from the east, that they found a plain in the land of Shinar; and they dwelt there. And they said one to
another, Go to, let us make brick, and burn them thoroughly. And they had brick for stone, and slime
had they for morter. And they said, Go to, let us build us a city and a tower, whose top may reach unto
heaven; and let us make us a name, lest we be scattered abroad upon the face of the whole earth."
Genesis 11:1-4.
With mankind dominant in the world, the Tribe fades out of the stage of history, but not entirely. The
blood of the Progenitors is immeasurably strong - it can't be bred out or extinguished. The Tribe has, as
far as they can tell, always existed somewhere - at some point at the fringes of society, where cousin
meets cousin one too many times and the ratio of human to Other in their blood reaches a tipping point.
Where the lines blur between man and beast. Where the world gets a little bit weirder. Here, there be
dragons. The Tribe's got a place in humanity's past, but it's at the fringes. Reliable records are scarce.
Part of the day-to-day life of modern members of the Tribe deals with this sort of cryptohistory:
tracking down the footprints left by monsters in days past and unraveling references and images in
religious texts and icons.
What is known or suspected is that, during the period of mankind's expansion, as the earliest
civilizations were taking root, the Tribe was present and the enmity between them and humanity
enduring. The Tribe's mythologists record tale after tale of horrors - sea monsters and miscegenated
freaks straddling the line between mankind and beast - and sees in them the deleted history of the Tribe.
Leviathans became the Other to mankind's growing sovereignty over the world. In this period, the last
vestiges of the Tribe's pure blood were wiped out, and they came to thrive only at the edges and with a
much-lessened connection to the Progenitors and their divine nature. The Strains of the Tribe become
stratified at this point, as only the strongest ties of blood, descent from the foremost of the Progenitors,
could be expressed at such a far reach. Family lines began to solidify in isolated regions, either by
accident or design, and the Tribe faded into a memory, recalled only through fragmented myths or
through their Hybrid cousins.
Severed from the Primordial Seas, the Tribe's control of itself and connection to its divine nature was
greatly lessened. In place of Tiamat, the core of their world became what they call the Tempest - both a
literal disruption at the core of the mystic waters that the Tribe has access to and a term for the
emotional and social havoc that a Leviathan is subject to. The ascent of mankind has, in essence,
robbed the Leviathans of their birthright and their self-control. In the "fallen" world, the Tribe has little
control of the changes that take place in their bodies and even less control of the contents of their own
mind. Little wonder, then, that mankind records them as horrors and predators.
Speciation As the Tribe's "story" begins to overlap with the historical records of humanity, the various lineages
and ancestries settle into a more distinct grouping. Those human bloodlines that were touched lightly,
or host to the blood of lesser Progenitors, eventually began to produce fewer and fewer offspring who
manifested that blood, until it was functionally absent. While the blood of the Tribe cannot ever be said
to truly disappear, the vast majority of Leviathans born in the span of known history have descended
from a handful of Progenitors. The greater part of these, in turn, can trace their ancestry to a group of
seven Progenitors, with their bloodlines expressing themselves in distinct and identifiable patterns.
Occasionally a freak birth occurs, a member of the Tribe that is not linked to a known Progenitor or
from a line that was believed to no longer exist. Far more common are families of Hybrids that cannot
be easily traced to a known Strain - the leftover fragments of a lost bloodline. On the other hand, the
most commonly-seen Strains have collated information about their Progenitors and a mythology of the
lost world has evolved over time.
Primordial Icons "Mother Hubur, she who fashions all things,
Added matchless weapons, bore monster-serpents,
Sharp of tooth, unsparing of fang.
With venom for blood she has filled their bodies.
Roaring dragons she has clothed with terror,
Has crowned them with haloes, making them like gods,
Whoever beheld them, terror overcame him,
And that, with their bodies reared up, none might turn them back."
The Enuma Elish
All told, there are seven Progenitors whose blood survives in the modern world in appreciable
quantities. The seven Strains descended from them represent a little under nine-tenths of the Tribe's
numbers and has done so for thousands of years - while one group might grow or shrink, the
proportions remain roughly the same. These Progenitors have received the lion's share of the scrutiny
directed by the inquisitive minds of the Tribe, and therefore more information about them has survived
to the present.
Bahamut is a being of immense size, called "Unchained." It was said to be tranquil at most times, with
cities and temples erected across its broad back, but to rumble with rage when displeased, responding
to rebellion or heresy with apocalyptic wrath. These rampages were said to rock the foundations of the
world and shake the skies. Some Leviathan scholars - or "scholars" as the case may be - identify
Bahamut's periodic purges with the shifting of ages in Mesoamerican myth, or the fabled Deluge of the
cradle of civilization. From Bahamut descend the Bahamutans, a Strain who have a talent for emulating
both their Progenitor's nurturing fecundity and incredible power and size.
Dagon, "the Hierarch" also called Dagon the "Arch-heretic," is a hotbed of life and sustenance - but not
of ease or security. It is called "the Hierarch," and is said to give birth to countless creatures and serve
as a source of "creation" in general. Religious edicts, practices, and rituals were its purview, and it
rewarded compliance with full harvests and nourishment. It was the patron of faiths and fertility cults,
and could call down rain when pleased or devastating storms when wrathful. It survives in the half-fish
icons of Mesopotamia and in the cruel and bloody rites that mankind relied upon to call forth fertility or
a healthy crop. From Dagon descend the Dagonites, a Strain who maintains the deified stance of their
Progenitor, creating life and directing mortal cults.
Lahamu, called "Watchful" or "The Celestial Eye," is the guide of the sun, described as one of its many
ever-watchful eyes (along with the moon and the innumerable stars), yet itself never came to light.
From reclusive secrecy it monitored all things and declared edicts and directed the Tribe and their
mortal followers, gifted with prophecy and insight into the minds of others. Nothing escaped its gaze
and those that attempted to deceive it would be dragged screaming towards its gaping maw. From
Lahamu descend the Lahamin, a Strain gifted with their Progenitor's vision whose cults are ever
monitored and whose eyes - and influence - can be found everywhere.
Nu, the "Elder," also called Naunet or Nun, is said to be the first of Tiamat's offspring, and to have the
most profound connection to the Primordial Waters. It was the stirrer of the seas and the sky, having
inherited their mastery from its creator, and its fluid form could go anywhere and take any shape. Nu
was the most distant from humanity and yet was subject to great fear and reverence, for its control
shaped the known world. Knowledge of Nu remains in fragmented tales of primordial ooze and original
waters from which life emerges - as well as in the terror presented by storms and floods. Nu's
descendants keep its name, and the Strain is known to retain the strong bloodline and elemental
mastery of their Progenitor.
Oceanus, the "Father-of-Seas," is said to have been granted dominion over a greater portion of the
human masses due to its incredible beauty and allure. As a deity of men, it was said to have created the
rivers and lakes that sustained them, all in exchange for irrational fealty and servitude. If denied
reverence, it would break the minds of the rebellious, or turn their families upon them in furious storms
of zealous violence. Even among the Progenitors, it was a source of horror, for the wrath of Oceanus
had faces and names; it would come as a loved one with a culling blade. From Oceanus descend the
Oceanids, a Strain that claims itself a noble linage, as displayed by that their unearthly beauty and
might.
Tannin, called "the Unbending" and the "Sinner-Devouring," is hailed as the foremost predator. It was
said to stalk the Primordial Waters, unseen but all-seeing, wreathed in gaping jaws and poisonous
spines. Those that crossed its path, if found wanting, would be devoured without hesitation or remorse -
Tannin's mouth was the gate of Hell. Whole nations of rebels were said to have disappeared between its
razored teeth. It is immortalized in the stories of devouring beasts and the images of Hellmouths, as
well as mankind's terror of the predators of the deep blue sea. From Tannin descend the Tanninim, a
Strain who continue the work of their Progenitor, wielding the natural weapons of the Tribe and
passing judgment on the Tribe's enemies.
"Island-Breaking" Thalassa or "Mighty-Armed" Thalassa, is a being of the deep, suited to the pressure
of the seas. Its power and grace were legendary, both raising up landmasses with its strong arms and
gracefully sculpting mountain ranges or delicate palaces and temples of coral - or destroying them with
singular, devastating blows. It was a being of fluid form but impossible strength, as much appeased as
revered. It survives as in legends of treasure guarded by mighty beasts and the mythology of crafted
terrain - mountains said to be the bodies of immense beasts felled in bygone days, or collapsed piles
marking a captured titan. From Thalassa descend the Thalassans, a Strain who use their power and
influence to dominate humans and thrive in centers of wealth and power.
But these are not all. The legends of the Tribe record the names of dozens more, and from time to time
a descendant of one of these lesser-known Progenitors emerges - or is discovered. Among the dire
names listed on the tablets of the Tribe are Sanna the Glacierhide, Cipactli the First Diviner, Nagaraja,
king of snakes, Tangaroa of the Burning Blood, Isonade, Herald of Storms and World-Coiling
Jormungandr. Some others exist, but it can never be certain if a name refers to an unknown Progenitor
or merely indicates a familiar figure. Much of the history of the Progenitor's world has been subsumed
into the myths and pantheons of mankind.
Legends of the Tribe The Tribe has little in the way of formal history. In certain ways, the history of the human world is
somewhat irrelevant. It is the world that the Leviathans inhabit, but it is not theirs. Still, the Tribe has
existed for the whole of human history, and there are certain moments which are of some import to all
Leviathans, if only for the lessons they contain. In the earliest recorded moments of human history, the
Tribe operated more openly, attempting to reclaim some fragment of the dominance they once held.
Legions carted off whole villages for sacrifice and cults grew to unprecedented size. It was these
excesses that ensured them a lingering presence in the catalogue of mankind's fears, but the ascent to
mythical status was accompanied with a bloody response. From temples in Kish and Uruk emerge the
first records of what would be called the Marduk Society. The inheritors of the slayer of Tiamat, the
Society were tireless enemies of the Tribe. They broke the backs of the Legions and put the cults of the
Tribe to the sword. Yet whispers abound of bloody rites performed in secret temples, the flesh of
Leviathans devoured to raise the mortal men of the Society to the height of the gods that they had cast
down. Others speak of monstrous assistants and grim alliances, the Society rotten inside with the
machinations of one or more of Tiamat's children. Whatever of these rumors were true, the Society
exists in the modern day, harnessing the will and energy of man to cow and slaughter the Tribe. Some
dispute their antique origin and claim that they have only usurped the legacy of a far purer and more
upstanding organization, but few of the Tribe would argue the case of their ancient enemy.
Yet the stinging defeat that was handed down was not enough to suppress the Tribe forever. On the
Indian subcontinent, nearly two thousand years before the common era, the progeny of Nagaraja began
to mass, with powerful leaders deliberately cultivating dozens of children, seeking to produce heirs and
allies that were full members of the Tribe. A great and sprawling empire was built on the backs of the
swarming Hybrids and maddened cultists that the Vasuki commanded, and the human civilizations
quaked in the shadow of a kingdom of demigods. Yet it was not to be. Other members of the Tribe
began to resent the excesses - and successes - of the united Strain. More insidiously, factions began to
grow, as cohorts began to scheme against one another and Legions concocted religious justifications to
topple their rivals. The hunger of the ancient Vasuki grew only greater, and eventually the Tribe came
to police its own. Wondrous Bhogavati, the great and horrible capital of the empire, was swamped in
ferocious storms. Warbands of Hybrids stalked the streets and devoured the inhabitants. The dynasty of
Nagaraja ended in flames. Spite and outrage ensured that its citadels were torn asunder and its treasured
scattered across the face of the globe. It was not alone. The scholars of the Tribe record several such
civilizations, some pure speculation, all eventually scourged from outside or rotting from the inside out.
Records exist of a lost island in the Mediterranean, and a great kingdom of Thule, and of Lemuria's
crystalline spires. If all existed, or none, is irrelevant - what is important is that those cities and
kingdoms forged by the Tribe seemed inevitably fated to end in horror and blood. It seemed that the
world itself conspired to extinguish the legacy of the Progenitors, scrubbing its inheritors and their
works from its surface.
Here the record breaks for centuries. While stories exist of the blood of the Tribe flowing in the veins
of the heroes of ancient Greece, and bloody rituals for their benefit in the shadows of Rome, these are
mere speculation. The same impulse that drives mankind to fear the Tribe seems equally driven to
categorize the Leviathans with the other demons and bogeymen of their mythology. Modern Leviathans
experience mankind's history like interpreters and cryptographers, divining from hints and suggestions
those points at which the footprint of the Tribe left an impression on mankind. Such clues are scattered
across the globe in countless sources, and at the very least a Leviathan can be sure that his ancestors
were present across the face of the world. Writhing horrors lurked in the waters off of China and Japan.
Cults worshipped serpentine abominations in the fragmented ruins of ancient Bhogavati. The Tribe
persisted, even if it did not flourish. Humanity spread to every corner of the world and, with it, the
blood of the Progenitors. New traditions arose, but the instinctual fear remained. As consciousness of
the Tribe waned, the lives of Leviathans became simultaneously more easy and more difficult. Easier,
for they were no longer so readily hunted. Harder, for a newly-Emerged Leviathan would be bereft of
guidance and information.
One last cautionary tale circulates among the Tribe. While little evidence exists that strictly supports it,
it has gained some traction either due to some degree of veracity or due to the virtue of being an ancient
and well-loved fabrication. The Tribe's historians claim that, during the early half of the previous
millennium, reports of rampaging dragons and ship-devouring serpents can be traced to the action of an
influential and well-manned Legion. Called the World-Coiling Legion, the group was purportedly
motivated by a prophecy specific to the Strain descended from the Progenitor called Jormungandr. This
Legion's destructive ritual beliefs, paired with the relatively limited ability of mankind to counter the
depredations of the Tribe during this period, led to widespread destruction. It seemed as though man
would again be subject to the dominion of the Progenitors, or annihilated in the flames of the World-
Coiling Legion's grand prophecy. Emboldened by the Legion's success, other groups of Leviathans
came forth, staking claims on territory and lashing out at humanity. And then the reversal came. This
time, the judgment came not from the Tribe's internal strife, but from mankind itself. This time,
however, it was not - or at least was apparently not - the Marduk Society, or any such group, that struck
back. Merely the backlash of many individual men (and women) standing forth against their tormentors.
This era of "dragon-slaying" saw the World-Coiling Legion devastated and its membership slaughtered
almost entirely, while also proclaiming quite simply that resistance to the "demigodhood" of the Tribe
was not solely the province of the Tribe's sworn enemies.
Most modern Leviathans, as a result of these and other similar tales, keep themselves relatively well
policed. Beyond the threat of the Tribe's most driven enemies, there is the simple fact that even the
power of Progenitor blood has its limits, and the world of mankind is not as hospitable to the grand
ambitions of would-be conquerors.
The Rift In the absence of the Primordial Seas, the Rift is what remains. In place of permanently basking in the
undiluted glory of Tiamat, the Tribe now wallows in a hollow echo, a stunted replica of what might
once have been a very real physical entity which covered and contained the entirety of the world. The
Rift is little comfort to the fevered mind of a Leviathan - it is dark and wracked with spasms,
impossibly and terrifyingly vast while retaining an oppressive and claustrophobic atmosphere.
Ultimately, the Rift represents the subconscious of the Tribe, the twisted minds of both Leviathans and
their Lahmasu relatives, as well as scattered remnants of the Progenitors. In a sense, it is a museum - a
place where neuroses, afflictions, and fears survive, long after their owners have died. The Rift teems
with horrors both native and imported, and above all it resonates with a feeling of loss and impending
violence - there is no comfort or security to be found in its depths. And yet it is the closest thing the
Tribe has to an ancestral homeland.
A Leviathan may enter the Rift through the medium of water, although alternate methods exist. The
more the water resembles the sea, the better - and a sea that is wracked with the fury of a storm is better
still. In any form, water is a powerful conduit for the blood of the Progenitors, and any body of water
sufficient to cover most of a Leviathan's body - and that of any potential passengers - will serve as a
gateway. The trip is often one-way, and the passage of the Leviathan opens the conduit to the
unrelenting fury of the Tempest, tossing water into the sky or causing it to breathe forth great clouds of
fog or mist.
The Rift has layers, each one farther from the Shore (the physical world). Its increasingly inhospitable
depths are host to numerous beasts both ancient and newly-forged, and in some dark corners lie lost
structures, sunken in the parting of the waters, which a Leviathan might explore or take shelter in.
Ultimately, though, a Leviathan reaches the core of the Rift - the gaping wound left in it by the death of
Tiamat - and gazes upon the physical Tempest, a churning mass of such ferocity that no being has
entered it and escaped. Rumors abound that the Tempest, should one pass through, might serve as a
gateway to a deeper, purer reality - but none have returned and few would chance annihilation in that
terrifying maw simply to test out a rumor. For the time being, the Tribe is cut off from the world that
they lost, and might always be so.
Lech Lecha - Getting By Time passes, and the Tribe, for all intents and purposes, disappears. As civilizations grow and spread
and mankind makes strides in mastering the forces of nature and understanding natural history, reason
replaces fear. The blank spaces in maps are filled in, and myths are debunked. The overall effect is that
the Tribe has, for the vast majority of human history, possessed no real information about the lost
world they ruled or the Progenitors they are descended from. A modern Leviathan is born into an era in
which almost all of the relics of the Progenitor's world have been destroyed, and all of the lore buried
in century after century of speculation and addition. They are changing - cannot help but change - but
into what, they have no idea. The Tribe's society exists solely as an attempt made by desperate and
terrified individuals to build a model of life that sustains them and offers hope and direction.
They need it. The blood of the Tribe is not something that can lie still. A Leviathan cannot be human
again, not really, and if they should attempt it they will find the press of the Tribe's atavistic urges
growing stronger and stronger if left unindulged. The Tribe are not human. This is the revelation that a
Leviathan reaches during the period in which he or she comes to realize that there is something not
quite right about them - the transition from normal person to Leviathan. There is no single factor that is
known to begin the change, and no method is known which can discern a potential Leviathan from a
normal human. In the absence of a trigger, however, there are a multiplicity of potential factors, each of
which pushes the portion of a human's blood that contains traces of the Progenitors forward. Genetics
are an issue - families that have produced Hybrids and Leviathans before will likely do so again. The
placement of the stars upon a person's birth may also matter, or his blood type, or the number of
siblings she has - or none of these. The fact of the matter is that the Tribe has attempted to isolate the
necessary traits to produce another of their number and has simply failed. Failed for the whole duration
of human history, despite grotesque breeding programs and mystical rites - all of which have left
monstrous remnants across the globe, twisted hybrids and defiled stretches of land.
Emergence As a result, most Leviathans come into their inheritance while ignorant of the history of the
Progenitor's world and the existence of the Tribe. This lack of information adds another layer of
discomfort to a process that is already physically and emotionally agonizing. No two members of the
Tribe experience an identical Emergence - the period during which the fledgling Leviathan begins to
manifest the Wake and the ability to change shape. However, the Emergence is uniformly a period of
anxiety and loss of control, during which the blood of the Progenitors runs rampant, causing emotional
distress and Outbursts of uncontrolled transformation. A Leviathan might find her friends become
uncomfortable in her presence, or a beloved pet becomes aggressive and refuses to be touched. He
might dream of the ocean depths, or feel muscles - or creatures - squirming beneath his skin. Old
impulses, the usual catalogue of basic instincts, become more pronounced, or begin to overlap. The
scent of rotting fish might become, for a brief and stomach-turning moment, arousing. The touch of a
lover might call up blinding rage alongside the usual warmth and comfort. Such incidents will begin to
occur with increasing frequency. Some Leviathans seek medical or psychological aid, or council from
family members. The most fortunate of these (for a given value of fortunate) will be in families that
have some knowledge of ancestors whose bloodline also manifested, or even perhaps a living branch of
the family composed of Hybrids. These will receive kernels of information, often misleading or
misinterpreted, about their condition.
Most others are not so lucky. Those that seek medical help will likely be turned away by frightened
mortal doctors - or themselves flee from the obsessive curiosity (and reverential awe) that the Wake
conjures up in their would-be healers. Some are in no position to seek help, or too afraid of what they
will discover. These may research on their own, or delve into family records. There is often little to
nothing to find. Throughout this period, incidents will become more pronounced and more frequent,
but some degree of control will develop. A change might be bitten down upon, or at least suppressed
for a few crucial moments. The terror evoked by the fledgling's presence may weaken to a general
sense of unease. Hardly optimal - but survivable. A Leviathan's Emergence can be said to be complete
when he or she grasps enough self-control that getting by on a day-to-day basis without incident
becomes merely uncertain rather than preposterous. This is the point at which the struggle can move
from resisting one's nature to mastering it. A key element to coming to this point is a degree of
acceptance. A Leviathan must be willing to accept that he or she is not purely human - or no longer
purely human - in order to identify with and govern their divine nature. This acceptance doesn't have to
be life-affirming or positive, and rarely is. Most Leviathans remain horrified with themselves well past
their Emergence. It merely means drawing a line and saying, "I am something other." What follows is
determining what that "other" is going to be.
Schools [Picture, half page: The top half of the picture shows a walking man in work clothes and a hardhat.
Rising up around him are half-completed buildings, mostly skeletal, and the sky is covered in smoke.
He holds a box lunch in his right hand and a hammer in his left. He is walking through a large puddle
which dominates the ground. In the puddle is a reflection depicting a similar-looking man wearing
black robes with hieroglyphic figures sown in. He wears a steepled priest-like hat. rising around him
are towering ziggurats, and the sky is stormy. He holds a human heart in his right hand and a cruel
bronze dagger, stained with blood, in his left. Both men are smiling in an off-putting fashion.]
The primary activity of a Leviathan, beyond the day-to-day elements of normal life, is a search for
definition and structure. The control that the Tribe can exercise over their powers is unreliable at best,
and nothing can be done about the isolation imposed by the Wake. In the face of this instability,
members of the Tribe adopt methods of coping and moving forward, attempting to create a sketch of
the sort of being that they will become. These approaches are referred to as Schools. Despite the
institutional tone that the name conjures up, a School is not an edifice. Instead, it should be seen as a
stance adopted by a Leviathan towards the reality of their nature and the lost history of the Progenitor's
world. A School is a marker of how a Leviathan deals with the questions of who and what they are and
what relationship they will have to humanity and the Tribe.
Those Leviathans that seek their place in the Rift and the study of the Primordial Waters make up the
School of the Abyss. They are explorers and ascetics, looking to find their place in serene harmony
with their surroundings. Part of this search involves accepting that, on some level, the Tribe are alien to
the human world established by mankind, and most of the School's proponents eventually gravitate
towards the margins of civilization, living in the deep woods or on remote islands. In isolation they
continue their search for a Tranquility founded on self-awareness and self-acceptance.
Those that make up the School of the Sun are the priests and demagogues of the Tribe. Asserting the
lost position of the Tribe as intermediaries between mankind and the Progenitors, they attempt to return
to that position. The heart of the School's strategy is finding a place in something larger than
themselves, exploring their spiritual life as part of guiding and participating in the growth of others.
The School of the Sun are the Tribe's cult-leaders, politicians, and visionaries, looking for a Tranquility
that comes from external inspiration, humility, and spiritual fulfillment.
The School of Clay searches for a place in the world of humanity, attempting to grasp the core of the
human experience and integrate themselves appropriately into the human world. They are the socialites
and psychologists of the Tribe, using analysis and observation as a basis for constructing a survivable
social role for themselves. Understanding that life in the human world will not come to them
"naturally," they seek it out, accomplishing with science and patience what instinct will not provide.
Fearing (or, more charitably, acknowledging) the isolation that the Tribe suffers, the School of Clay
constructs identities around itself. They manufacture the role that will offer their Tranquility.
Those Leviathans driven to defend themselves and others make up the School of the Reef. Realizing
that the human world offers no sanctuary to the Tribe, they throw themselves into the fray, studying
their enemies and honing their skills. The School's approach insulates them from the anxiety of their
condition, burying metaphysical concerns beneath the more immediate problem of survival. The more
far-sighted members of the School look forward to a battle to overthrow the result of Marduk's success,
a victory that would return the Tribe to positions of safety and security. They found their Tranquility on
having a purpose and a goal - defend my friends and cow my enemies, whoever they may be.
Some Leviathans find themselves devoting their time to considering their own condition and the nature
of the Tribe itself. These make up the School of Fog, who seek to reforge the alliances that once bound
the Tribe and rebuild lost traditions. The mysterious history of the Tribe becomes the focus of their
study, seeking a place in relation to their peers. The final goal is a complete lineage and culture that
would sustain and guide the Tribe for centuries to come, offering a place to stay and a person to be. The
School seeks a Tranquility through the revelation of history and the hunt for a sense of belonging and
purpose.
While a Leviathan is not indoctrinated into a School, a slight hierarchy might be present on a local
level. More experienced and established members of the Tribe, should they find themselves sharing
opinions with a "cousin," might take them under their wing. For the most part, guidance and assurance
are the best that a mentor can offer. Confidence and security cannot be taught. These local icons might
eventually be seen as a figure of import in Tribe politics, but this is more a factor of their person as
their School. No member of the Tribe can outrank another except by the complicity of the "junior."
Sidebar: Other Schools? It's certainly a possibility that Leviathans exist that don't fall into one of the specified Schools. What's
far more unlikely is a Leviathan without any School whatsoever. Fundamentally, a Leviathan without a
School is without a strategy for dealing with the stresses of his or her condition. Part of Emergence, and
one of the key elements of being a Leviathan with tenuous control rather than a fledgling without any,
is accepting one's inhuman nature and thinking actively about how to live with it. That's where Schools
come in. The Schools are intended to be broad and to cover a multitude of strategies, but if a character
isn't well-represented by any of them, it's certainly possible for a player and their Storyteller to design a
School that makes sense. Schools should have a clear concept of what a Leviathan is and how they
should act - that's what a School is. Mechanically, they offer a free Specialty in one skill from a choice
of three (one from each category) and favor Adaptations from two Vestiges.
Leviathans occasionally change Schools during their lives, but it's rare for one to entirely abandon
School altogether. Such a change would represent a rather dramatic shift in personal philosophy and
would likely be the precursor to a catastrophic breakdown and loss of Tranquility - being without a
School is akin to having no clear goals, self-image, or life philosophy.
Humanity The largest barrier between a Leviathan and a normal human life isn't the risk of unwanted
transformation. While such incidents are horrifying for onlookers, they are sporadic. Comparatively,
the Wake is inevitable. The neatest explanation of the Wake is that it is a region surrounging all
Leviathans which triggers instinctual responses of fear, servitude, and awe in normal humans. While its
effects don't quite reach the level of mind control, it nonetheless presents a near-insurmountable hurdle
to having normal social interactions. Humans in the presence of a Leviathan feel uncomfortable and
anxious. Their teeth are on edge, and the hair on the back of their neck stands up. They lower their
voices unconsciously. More importantly, from a moral standpoint, they give way to the Leviathan, both
physically and socially. In a face-to-face conversation, a Leviathan is essentially constantly bullying his
audience.
Imagine what it would be like to never receive a contrary viewpoint or unexpected refusal. More than
that, imagine what it would be like to speak to people who were, you knew, certain (on some
subconscious level) that they must appease your whims. Members of the Tribe make people
uncomfortable, and there's not much they can do to prevent it. As a Leviathan grows more powerful,
the Wake becomes more oppressive and widespread - permeating first his home and then his
neighborhood. Children no longer play on the street. People lock their doors and neglect their yards.
The cops don't come around. Families move away. Worse are those for whom the Wake becomes an
irresistable lure, breaking their will and causing them to respond with slavish devotion to the Leviathan.
Called Beloved, these unfortunates have their personal world rewired to revolve around their new
obsession - either with fanatical worship or, far more often, confusion and terror. The Beloved retain
their presence of mind and just enough of their will to know that they are experiencing some sort of
traumatic breakdown, but they have no idea what it is that draws them to the Leviathan. Some become
stalkers. Others are far more pitiful, lingering around the subject of their obsession, equal parts
frightened and captivated.
On occasion, a human whose will is snared by the Wake will resist being broken. Perhaps instinctual
hatred and terror overwhelm the impulse to worship and obey, or perhaps a strong mind responds to
pressure with outraged resistance. Regardless, devotion is replaced with obsessive hatred of the
Leviathan whose Wake touched them, as well as animosity for the Tribe as a whole. No less fanatical
than the most devoted Beloved, these strong souls dedicate themselves to the annihilation of the Tribe.
In ancient days, the Tribe called them Nebrodids, but the more common label in the modern world is
more evocative of their drive - Ahabs. An Ahab is a dangerous enemy of all Leviathans; their will
insulates them against the Wake, while their fanatical drive makes them relentless and unpredictable.
Most will be satisfied with nothing less than the complete and total extinction of the Tribe.
While much could be said of the sins committed by members of the Tribe making use of their
miraculous powers, the Vestiges, the fact is that the average Leviathan is far more likely to abuse the
Wake. In place of a storm that devastates a city, a Leviathan can begin to simply take what he or she
wants from others, never having to feel the sting of denial. The ensnared hearts of the Beloved are even
more susceptible to an immoral Leviathan, who can compel them to give up their comfort, lifestyle,
even their very lives, to please the focus of their obsession. These little betrayals are less obviously evil
than some wrathful outburst of divine power, but more likely to slowly push a wedge between a
Leviathan and humanity. It is more common for a member of the Tribe to descend into depravity with
numerous small concessions to necessity.
Strangely, some humans are completely unaffected by the Wake. Called Atolls, they seem to be
entirely untouched by the pressure created by a Leviathan's presence, and contact with them can serve
as a momentary respite from the Tempest. The allure that they have to members of the Tribe cannot be
overstated. The sound of an Atoll's voice, or a touch of their hand, offers a momentary relief from an
otherwise inescapable sense of anxiety and tension. Leviathans have likened contact with an Atoll to a
massage or a long bath - something that seems to allow them to step outside of the hardships of their
life and relax, if only for a moment. Members of the Tribe will often go to any length to secure this
contact, and the result can become horrific. An unscrupulous Atoll can manipulate a needy Leviathan,
while a desperate Leviathan might kidnap and imprison their "soulmate" to retain access to the
addictive comfort of respite. The Atoll's immunity to the Wake only exacerbates the problem - they are
one of the few people that can simply deny a Leviathan. The Wake is a powerful tool, yes, but its
power often means that a Leviathan is desperately underprepared for socializing on an even keel.
Cults Those humans that become the Beloved of a given Leviathan have a tendency to congregate. After all,
their whole lives have begun to revolve around a shared experience of a particular person. They'll
spend time around the Leviathan, and that often means spending time around one another. The trend of
this association is the formation of a Cult. The "echo chamber" of ideas and sensations that a group of
Beloved experiences leads them to greater and greater reverence and focus on the Leviathan whose
Wake ensnared them. They've encountered other people who are ready and willing to spend hours
discussing what they feel, and can compete with one another for the Leviathan's attention or regard.
Eventually you get a group whose devotion to the Leviathan is absolute and whose viewpoints are
reinforced (and policed) by their fellow Beloved. This is a Cult. As long as the Leviathan spends time
addressing the Cult, making them feel like part of a unified group, their devotion and focus become
powerful tools. Receiving prayers and devotion provides the Leviathan with mystic power, while the
mundane resources of a group of devoted individuals can lighten the burden of everyday necessities
and desires.
Cults are not limited to the merely everyday, however. A Leviathan that wishes to do so can shape his
or her Cult, like any other society, imposing sanctions and requesting service. As long as the
progression is gradual and the Leviathan remains "in touch" with the Cult, his or her followers can be
forged into a more dangerous tool. Simple devotion can be replaced with elaborate rituals and sacrifices,
while obsession can be turned outwards into violence. As a Cult grows, it can insinuate itself into
positions of authority, or even overtake a small community - many "quaint little towns" in the world's
remote corners are ultimately ruled by an insular Cult at the center, all working for the benefit of their
"god." Even in a large city, the Cult's influence can become pervasive - policemen can be turned, and
lawyers, and businessmen. A careful Leviathan can end up with "agents" operating at many levels of
society, robbing his enemies of any hope of safety.
The greatest limitation of a Cult is that, no matter the intent of the Leviathan at its core, the structure is
predicated on the intimidation and negative pressure created by the Wake, reinforced by harsh internal
strife. Even the mildest and most fulfilling Cults are imposing on the wills of the participants, and most
powerful Cults are ruthlessly violent in the pursuit of the will of the Leviathan. It is the nature of the
Wake, and perhaps of the Tribe, that they do not have positive and self-affirming social relations. This
effect infuses the Cult. The violent obsession that drives a cultist differs greatly from a mild and
psychologically satisfying religious conviction. The Cult becomes a tool by which the Leviathan may
indulge his or her vices, and its members begin to revel in the transgressions they commit. While the
traditional model of the cult is the hidden religious conspiracy, a more apt modern parallel is a terrorist
organization - indoctrination, manipulation, and violent fanaticism. Unsurprisingly, when Leviathans
come into conflict, it is usually their cultists that become casualties of the conflict. Their utter devotion
and apparent willingness to do whatever is asked of them offers an easy way past the horror of violence
and acknowledging moral responsibilities. A cruel Leviathan might spend the lives of his cultists
indulging his most grotesque and brutal impulses while claiming no personal stake in their actions.
Family It is a source of mixed feelings for most Leviathans to know that they are linked by blood not only to
their immediate mortal family but to each and every member of the Tribe and, beyond even that, to all
of the spawn of Tiamat. At the first level, a Leviathan can find some allies in his parents and siblings.
A family that is deeply touched with the blood of the Tribe is often subtly different from its neighbors.
The family remembers. If a Leviathan has emerged from the family in the past, there will be traces. A
Leviathan that interacts with their family - or raises one of their own - will change them. Siblings and
cousins become cultists. Children are twisted hybrids, warped by the presence of a Progenitor's blood.
Elements of the Leviathan's search for meaning and position will be imposed on family tradition and
practices. Rituals will emerge. As time passes, the more direct influence might fade, but elements will
remain as family folklore and superstition. In the most drastic cases, a whole branch of the family
might be composed of Hybrids, lurking at the fringes, just awaiting the re-emergence of the blood of
the Progenitors. For some Leviathans, a lot of the little quirks of their family begin to make a hell of a
lot more sense after their Emergence.
Family connections can be a blessing, but most are tainted with the same disparity of power that
isolates a Leviathan from other humans. Relatives are not proof against the Wake, and the
acknowledged divinity of a member of the Tribe means that the tendency towards worship will only be
more pronounced in those that are "in the know." A Leviathan who returns to his family will find that
his role has shifted completely. Those that once offered consolation and advice will now come asking
for blessings, and former close siblings will be deferential and timid. The role of deity is incompatible
with the role of a child or sibling. It is for this reason that most members of the Tribe find that their
only peers are, well, their peers. Fellow Leviathans are immune to the Wake. They share many of the
same concerns and are undergoing the same changes. The solution isn't perfect. Just because members
of the Tribe have something in common doesn't mean that they enjoy one another's presence. Beyond
the usual hurdles of incompatible personalities and annoying quirks, the instincts encoded in the blood
of the Progenitors are deeply rooted in the urges of a beast. Being close to a fellow Leviathan can
trigger numerous and conflicting instincts - inappropriate desires combined with a violent and
territorial outrage. Members of the Tribe are simultaneously experiencing one another as human
individuals and as potential rivals or mates (or both).
When a group of Leviathans meets, whether for a given reason or because they all share a given trait,
such as living in the same region, it is called a taxon. These serve as the most relevant social unit for
the Tribe, but they are entirely ephemeral, and can vary widely in size. If every member of the Tribe in
a city meets, that's a taxon, and it's the same deal if it's only the three Leviathans that share a county.
Many taxon are composed of Leviathans who share a School, as some event relative to their shared
interest comes up that they wish to consult on. These events aren't built with a guest list in mind,
however, and no one with an interest is going to be denied entrance to the meeting - they're there
because they're interested, not because they're part of some secret club. A taxon might involve an
exchange of information, especially contact information, in order to build a support group, but many
Leviathan are reluctant to be "in touch" with other members of the Tribe - there is an understood degree
of emergency that is necessary before contact will be made.
Regional taxa might meet on repeated occasions and evolve an informal leadership structure, in which
the most dangerous or experienced Leviathan that bothers to show is given precedence and can make
requests of those present. The position is mostly organizational, however, and Leviathans will
effectively be offering aid on their own discretion. The regional "leader" will be the one that members
of the Tribe look to for advice and guidance when a local cousin goes rogue (or Typhon), often right
before each individual does what he or she intended to do in the first place. A regional taxon is also
where Leviathans that will later form a Cohort might meet, and where members of a School can trade
information and talk shop with one another. Informal taxa leaders are traditionally called Hetmen. The
most influential of these might "lead" for years and impose a certain regularity to taxon meetings, but
this is rare. Far more often, a given region with a significant Leviathan population will instead have
several Hetmen that lead taxa on different areas of interest. A truly driven and well-respected Hetman
can serve as the founder of a Legion, forging his taxon into a ritual event with far-reaching
consequences.
Many newly Emerged Leviathans have enough trouble dealing with the news that they're scions of
long-lost primordial gods. Learning that you and your "cousins" are monstrous shapeshifters is quite a
shock. Then there are the more distant relatives. The family tree of the Tribe is more of a thistle bush,
and there are a vast number of beings that share at least some fraction of their ancestry with the
Progenitors.
Hybrids are the foremost of these, with a mixture of strong Progenitor and human blood producing a
being whose form echoes the Progenitor, without many of the mystic gifts of the Tribe. Hybrids can
vary from nearly-human to complete abominations, and many are cursed with animalistic minds to
match their bestial bodies. The primary Strains of the Tribe are fortunate to produce relatively stable
Hybrids who share roughly the same set of traits. These serve as their servants and acolytes, the
defenders of the line, and are differentiated from others by the title of Lahmasu. Other lines of Hybrids
are produced by accident or through exposure to the blood of Tiamat from sources other than the Tribe.
These can vary wildly in appearance and mentality, and most lurk in forgotten places as predators and
scavengers. Hybrids can be allies, but most that are not Lahmasu are unreliable and often have their
minds warped by the hardships of their twisted existence. They combine the predatory instincts and
natural weapons of a beast with the cruelty and cunning of a human predator, making them extremely
dangerous. Taxa are occasionally formed simply to wipe out a band of Hybrids that has grown too
brazen in its excesses, but, as Hybrids can recreate themselves reliably through reproduction, it is hard
to tell if a given clan has been truly exterminated.
More dangerous than Hybrids are those offspring which shoot from Tiamat's other spawn. While the
Progenitors were apparently the most numerous, the Tribe has discovered that they were not alone.
Little is certain about these distant cousins, and theories abound of a Progenitor or group of Progenitors
which were spawned for sovereignty over the sky and earth as well as the seas. Some Leviathans point
to the story of Echidna, another mother of monsters, as a potential offshoot of Tiamat. The Tribe refer
to these disparate terrestrial cousins as the Cryptids. Some Cryptids manifest supernatural abilities,
including a sort of Wake, while others do not - suggesting perhaps that the "lesser" cousins are in fact
Hybrids spawned from a hidden and parallel Tribe of the land and sky, which has survived in pockets
to the modern nights. When members of the Tribe meet these distant cousins, the results are usually not
pretty. Thus far, there is no known record of contact and cooperation with the "other Tribe," should it
truly exist.
Cohort Leviathans that share a taxon and who come to be particularly close (or at least maintain an unusual
level of contact) form into a unit called a cohort. Equal parts support group, political unit, and family
reunion, cohorts are the favored social organization for younger and fresher Leviathans. While the
tension of contact with fellow Leviathans means that cohorts rarely share living space, most are close
enough to come when called, and the local scale of the unit permits them to come to one another's aid
when necessary. Such aid can be as straightforward as a spare arm in case of violence or as complex as
counsel and emotional support. The disturbing mixture of attraction and loathing that members of the
Tribe share means that cohorts exist in a particular form of stress. "Love-hate" relationships are the
norm, and often are experienced with an intensity that would shock and distress outside observers. For
a member of the Tribe, though, such tempestuous connections are better than the isolation and
discomfort that they experience in the company of normal humans.
Leadership in a cohort is usually a difficult subject. It's rare that a Hetman emerges in a cohort, as they
are usually founded by relative equals operating on similar scales and dealing with the same problem.
In such a scenario, a grab for power will usually be seen as insulting at best and as an outright threat at
worst. Some cohorts grow to have an informal organizer, usually a level head who helps mediate
between members, but even these would be startled by the suggestion that their arbitrator is in a
leadership position. It's far more likely that each member of the cohort has a given region of focus, in
which they are given some credit for their authority. If a member needs help rooting out a dangerous
clan of Hybrids, he or she will go to the most militantly-minded member. If they need something
translated, the most scholarly, and so forth.
Most cohorts are relatively short-lived, lasting for a year or two until members move away or succumb
to the dangers of their condition. Some implode, often viciously, as members come into conflict and
lash out emotionally and physically. Those cohorts that survive for longer periods are usually at some
point in between, being close enough to remain cohesive without becoming so close as to invite
disastrous clashes. As with most things, it's a balancing act. Those cohorts that do manage to survive
can become incredibly influential, as cults support one another and individual members develope. A
number of Legions have formed from a core group of a Cohort that comes to share ideas about the
Tribe and their shared destiny.
Sidebar: Tiers and Leviathan As a basic model, when applying the "tier" structure to the Leviathans, the following guidelines are the
most accurate fit:
Tier One - The Cohort (3-10 members, limited geographical scope, limited power and resources)
Tier Two - The Legion (10-150 members, each with his or her own Cult, regional power, considerable
resources and power)
Tier Three - The Tribe itself (More than 5,000 members, no unified goals, global scope, immeasurable
resources if they worked in tandem)
"Culture" The most important thing to realize about the Tribe is that each member is engaging in the creation of a
culture. While the tendency is to dress the practices of a Legion or cohort up as remembered elements
of a lost society, there's very little actual authority to be found. Most Leviathans are constructing the
orthodoxy they claim to uphold. The consciousness of this varies from Leviathan to Leviathan, but it's
never entirely absent. The "primordial kingdom" that the Tribe discusses is a mishmash of images and
myths collected haphazardly from a dozen or more cultures and asserted alongside a claim of veracity
and accuracy. It's ridiculous, perhaps, but it's also important. The "big lie" is what stands between the
Tribe and complete and total uncertainty. If they were purists about only embracing what they can
prove to be true, they would have nothing at all.
The upshot of this is that the Tribe's "culture" is pretty fluid. Thoughts about the nature of the
Progenitors and the significance of a given myth or relic are going to vary from Leviathan to Leviathan,
and from Cohort to Cohort. Within a given taxa, it might be the case that a charismatic or domineering
figure might champion a viewpoint, causing a resultant shift in the beliefs of those in the area, but these
are the exception. It also means that the inevitable shifts aren't accompanied with the same sort of
difficulty and reluctance that typifies a major shift in political or religious ideologies - there's a certain
"attraction" that a new "truth" offers. Change is compelling. Change camouflages the fact that the Tribe
hasn't really made meaningful progress towards a reliable idea of what they are and what they should
do throughout the whole of history.
Cohorts tend to share an aesthetic or narrative of history, but it's not always the case. Many are formed
out of necessity, after all, and discontent and disagreements are hardly unusual. Legions tend to have a
far more stable set of beliefs, which they impose upon entrants, but even a Legion isn't a stable entity.
There's politics and personal interest at every level, and the inheritors of a Legion, or those "reviving" a
"lost" Legion, tend to have their own views that are imposed with the assertion of authority and
orthodoxy. Even fanatics are still people.
Fitting In While a Leviathan's School emphasizes the ways in which the Leviathan seeks to formulate his identity,
they do little to necessarily highlight what a member of the Tribe does on a day-to-day basis. Most
Schools at least hint at some career path that might suit the Leviathan's self-image and desires, but
these are hardly binding. Furthermore, the uncontained nature of the Leviathan's supernatural ancestry
is such that most normal, mortal jobs are difficult to hold down. Outbursts of rage (or, more
problematically, transformation) tend to keep most Leviathans from positions that require a great deal
of human contact. Even a disciplined Leviathan won't be comfortable in a heavily social setting. Those
that do undertake highly social roles tend to provide themselves a buffer zone, either physical or social.
A Leviathan that's involved in politics, for instance, might have a private retreat to which he absconds
every couple of weeks. A social buffer can be formed of like-minded individuals or, better yet, the
Leviathan's Beloved. Having an aide or two "in the know" can relieve a lot of pressure. The nature of
the Wake is such that, regardless of position, a Leviathan will be known by his co-workers and
customers. He'll likely have a small group that is either enthralled or terrified by his presence, and his
workplace will eventually come to have some sort of reputation. Due to this, most Leviathans tend to
end up in smaller, privately-owned businesses, either ones they own themselves or those that have
employers that are sympathetic or apathetic to the Leviathan's plight. Unsurprisingly, most Leviathans
aren't rolling in cash - they lose jobs and miss work often, and the businesses that will keep them tend
to be smaller and in rougher neighborhoods. Even in a major city, the Tribe tends towards the margins.
On a more global scale, the Tribe tends to gravitate towards regions with large bodies of water
accessible (for obvious metaphysical and practical reasons.) Furthermore, the ways in which
Leviathans have an easier time existing when not under major scrutiny, and establishing power bases in
regions that are already chaotic, leads many to congregate in places torn by warfare and strife. It's quite
easy for a Leviathan to co-opt a small local militia or similar insular group, and the chaos that
accompanies warfare and bloodshed serves to screen them from scrutiny and interference. It's
important to note that the Tribe is not responsible for most conflicts, but they fit in quite readily amidst
the atrocities and superstitions of pitched warfare. A squad, seperated from its fellows and terrified out
of its wits, is ripe for recruitment by a confident and convincing Leviathan. For many older Leviathans
(or the inheritors of a grandparent's legacy), the major wars and ethnic conflicts of the 20th century
served as a smokescreen in which a remarkable petty kingdom could flourish. World War II in
particular is remembered as a high point of the Tribe's influence, as the hundreds of remote and
unexplored islands that dotted the Pacific Theatre became host to numerous Leviathans. As a result,
many of these little "former kingdoms" are now host to isolated clans of Hybrids, some still caught up
in a conflict that has long since ended.
Some Leviathans strive to find places of refuge, separate from the chaos and discomfort of contact with
humanity. This is a risky prospect. Isolation is psychologically dangerous even for normal humans, and
doubly so for a distressed member of the Tribe. A lack of human contact can erode the barriers that
separate the Leviathan's mind from its bestial urges, and many members of the Tribe have gone utterly
mad in their retreats, having been foolishly confident that they could undergo apotheosis if only they
could "escape" their human lives.
The result is that most Leviathans have to cope with a balancing act. When possible, they avoid the
stress and anxiety that would lead to a loss of control. They ration their time spent with other people.
They try and build a safe area to which they can retreat. If they get a chance, they'll spend time thinking
about their condition - but that's long term planning. Most Leviathans aren't in the social, financial, or
psychological position to just forget about work for six months to explore some ancient Sumerian ruin.
The day-to-day takes precedence, and much of that involves finding ways to work around the problem
of one's ancestry. The Leviathans that are really on the ball find ways to make their everyday lives
more fulfilling in terms of their desire to forge a role and achieve a sense of belonging. This is where
School takes precedence in the Leviathan's actions, guiding them towards certain ways of interacting
with humans, other members of the Tribe, and their cults. Every once in a while, a major problem
comes up - either something that the Leviathan did to themself or some outside threat. These are the
really dangerous moments. The Leviathan's cozy little world comes under pressure, and the order of the
day is "How can I solve this problem without sacrificing aspects of the person that I've become and the
stability I've struggled to achieve?"
LeviathanTempest:ChapterTwo «Oh but we're all right
We're all right
You can't be forever blessed
Still tomorrow's going to be another working day
And I'm trying to get some rest
That's all I'm trying to get some rest.»
You and me both, pal.
I've been driving for three days now. Late-night radio is a surprisingly pleasant companion once you
keep to music-only stations. Human voices don't grate at me so much when they sing. That's how they
should sound all the time.
Five times, my phone has rung from its place on the passenger seat before going to voice mail. That's
twenty-five rings, each making me want to pick up more than the last. I'm afraid to pick up. I know it'll
make things worse, not only for Eileen, but for everyone else too.
But with every single ring, I feel my hand going for the phone before I can stop myself.
I listen to the messages afterwards, when I take a break. (I don't really listen to the words, just the voice.
It's good to hear.) I have to take breaks more often, now. There are times when the constant, humming
noise of the truck engine makes me want to just smash it into pieces. So I pull over and I run away
before... before things go bad. Sometimes it takes me a couple of hours before I'm in good enough
shape to get back on the road.
I'm running away, driving across the country on the basis of a single line in an Internet forum post.
These days, I heavily ration my time on the web, because the inane chatter and repetitive tantrums on
forums make me want to throw the monitor away. I can't afford new computers that often, so I go into
cyber cafés and use search engines. But then I'm always drawn to the noise in the chat rooms and the
blog comments and the forums, and it's usually the pre-set limit on my connection time that saves me.
This week, I found something worthwhile in time. The image of a piece of carved jasper, part of a
Native American exhibition in a small museum on the Pacific coast. It's not Native, the anonymous
poster said. It's something else, and it's older. It's a good enough reason, and a good enough time, to get
out of dodge.
I am many things. I'm a part-time mechanic, currently unemployed. I'm a pretty good surfer – good
enough for the Gulf Coast scene, anyway. I'm quite the scholar on pre-Colombian art. I'm an
accomplished cook. And I'm a killer.
I know I should feel disturbed by that last part. But I'm only disturbed because as the man said, frankly,
my dear, I don't give a damn. It's not that I think those two guys I dumped in the ocean with their bones
mangled and their windpipes crushed deserved it – although they did. They were drug-dealing
scumbags. But I just don't. Care. That. Much. And the kids at the garage, who already practically
worshiped me before, thought it was so cool. Well, that disturbed me for real. Time to go away for a
while.
I offer myself the luxury of a genuine break before I cross the state line. It's getting closer to the ocean
now. My skin feels tighter, harder. It does that, I've learned. When it gets so I can smell the salt, my
vision will get sharper, and I'll feel my bones get heavier. I've learned that too.
But it turns out I like the desert. A smoke under the stars is a pretty cool way to unwind and let yourself
sink.
Until the phone rings, and this time I can't stop myself in time.
No rest for me tonight, pal.
[[PICTURE: Full page. A young man sits in the bed of a parked pickup truck. He is surrounded by a
half-dozen jugs of water, office water-cooler size. The young man is tan and shirtless, with black
patches of skin – stripes - crossing his chest, forearms, and shoulders. His head is bowed, hair,
obscuring his eyes, but a plume of fog or smoke rises from his mouth. His hands are curled into fists.
Black blood leaks from one, in which is visible what appear to be shards of a crushed cellular phone. In
the background, the road descends towards the coast, where a city is half-visible through the fog. The
license plate of the truck is visible – Louisiana, 007-981.]]
Chapter 2 : Character Creation It seemed to be a sort of monster, or symbol representing a monster, of a form which only a diseased
fancy could conceive. If I say that my somewhat extravagant imagination yielded simultaneous pictures
of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A
pulpy, tentacled head surmounted a grotesque and scaly body with rudimentary wings; but it was the
general outline of the whole which made it most shockingly frightful.
H.P. Lovecraft, “The Call of Cthulhu”
Character Creation
Creating a member of the Tribe is, in certain ways, relatively straightforward, and in other ways
somewhat difficult. The primary thing that differentiates creating a Leviathan from most of the World
of Darkness' other supernatural entities is the nature of entering into the Tribe's unusual world. There's
no “Ah-ha!” moment, no changeover, that marks the transition between human and Leviathan, and no
great social system into which the fledgling Leviathan is entered. In certain ways, this is the point – the
Tribe doesn't really belong anywhere. This means that, in terms of concept, Leviathans are mostly
defined by what they intend to do about this – even the guidelines of a chosen School's focus are left
purposefully broad, as each Leviathan opts for a personal interpretation of the search for self-
acceptance.
The difficulty of not having a “moment of change” as a stepping-off point is contrasted to the relatively
simplicity of Leviathan “society,” such as it is – a Leviathan does not really need to concern him or
herself with his kinfolk in a structured fashion. They may approach their family as they see fit, and this
approach is one of the ways in which a member of the Tribe determines his School. As such, every
Trait that you select during creation can be seen as a way of defining what sort of person the character
is or wishes to be – every skill that a Leviathan focuses on is, in certain ways, a part of the self-
definitional process. Learning and changing and adapting are all coping mechanisms for a Leviathan,
and the consideration of of traits in this light may well enhance your character's concept – even
mundane things, like career choices, take on considerable significance for a member of the Tribe.
A starting Leviathan isn't yet a walking deity, as much as the Tribe might take on the air of neglected
demigods. The limitations of their powers, as well as their relative inexperience, mean that they simply
haven't “grown into” their power yet. Hopefully, this won't be too frustrating – especially considering
that even the eldest and most established Leviathans are secretly still at sea about their place in life.
That's the nature of the game for the Tribe – no matter how much they develop and solidify their place
around them, they can't return to the world that spawned them. The lack of a solid foundation is a
thematic element of the hardships of change and uncertainty – hopefully a starting Leviathan's weak
points will serve as fodder for his story, rather than a hardship for his player.
It's advisable to consider your character alongside those being made by your fellow players, both to
prevent a frustrating scenario in which the concepts of multiple characters overlap in such a way as to
vex their players, and to consider your Leviathan in light of his Cohort. Members of the Tribe, subject
to two sets of instinctual impulses and considerable psychological hardships, tend to have tempestuous
relationships to one another, and this possibility can open up a good deal of opportunities for players
that want to collaborate. A convoluted and conflict-ridden “familial” relationship is, after all, in-theme.
Step One: Concept
Your concept can serve as a framework onto which Traits can be hung – or merely as an easy
shorthand to explain your character to fellow players and your Storyteller. In general, it should not be
so binding as to serve as a straightjacket – like every other choice, it's meant to open doors, not close
them. A concept can be as brief as a pair of words or as long as a complex statement, but at the very
least some of it's utility is as a brief, defining statement – an idea of what sort of person the Leviathan
is and what things he finds important.
At the start of a chronicle, most Leviathans are young and new to their lineage – generally, hints begin
to pop up between the ages of sixteen and one's early twenties, and a starting Leviathan has had two
years or less to make sense of the realities of his unnatural bloodline. This means that the Leviathan
will have made many of his or her early life choices with at least some understanding of the situation –
possibly serving as a guide for these choices, or restricting their options.
Strain may be a factor in one's concept – a bloodline that has hosted Leviathans previously might well
be, wittingly or not, warped by the hand of your character's predecessors. Families that are aware of
their lineage might well have their own notions of what the newly-arisen Leviathan ought to do – ideas
that could clash with the fledgling's own desires. The Leviathan's School is generally a decision shaped
by his actions after becoming aware, but these choices may be directed by what the Leviathan valued or
believed before they changed. The inclusion of Strain or School shouldn't be considered a necessity,
however – a Leviathan's nature and personality aren't defined by his bloodline.
Step Two: Select Attributes
Your Leviathan's Attributes reflect his raw abilities – his natural inclinations and talents, supplemented
by the skills he learns and practices. These talents may well influence his personality – his Attributes
suggest how, in a vacuum, he's likeliest to solve problems. All Attributes begin with one dot, and you
assign an additional five dots to one category, four to a second, and three to the remaining group. The
fifth dot of an Attribute requires two dots to purchase.
The rigors of Leviathan life and the nature of their lack of control mean that they often have a great
need for the Resistance attributes – Resolve, Stamina, and Composure. It is a marker of the problems of
the Tribe that most Leviathans actually don't notably excel in these vital arenas, however – their
unbalanced lives simply don't lend themselves to the development of Resolve and the Wake often
means that a member of the Tribe doesn't face the conflicts and challenges that would lead to
improving his Composure.
Power attributes are common for Leviathans that operate more openly – they permit an insecure
Leviathan to impose their will on others (an aggressive stance can often serve as a replacement for
actual self-mastery.) Those that actively oppose the enemies of the Tribe often cultivate the Intelligence
for tactics, and most prefer Strength, using it alongside their natural weapons to attack in a way that
uniquely displays their divine heritage.
Leviathans that attempt more introspective methods of control will generally cultivate their Resolve –
they focus out the distracting difficulties of the day-to-day and aim themselves, like rockets, at the
achievement of Tranquility. Most fail, but a high Resolve insulates the Leviathan against many of the
problems of their imperfect control of their own bodies. It is also common among Leviathans that try
desperately to “blend in” with mortals, as it is a factor in resisting Outbursts.
Step Three: Select Skills
Prioritize the three categories of skill – Mental, Physical, and Social. Divide eleven points between
skills in the primary category, seven in the secondary, and four in the tertiary. Leviathans on the front
lines of the day-to-day struggles of the Tribe tend to favor Physical skills, especially Brawl, making the
most of their innate advantages. Those that are more concerned with exploring the legacy of their
ancestors tend towards the Mental, especially Occult and Academics. Social skills are somewhat rarer –
the Wake can often counteract social awkwardness with brute force. Intimidation is by far the most
common of the Social skills. These categorical tendencies aren't binding, however, and those
Leviathans that cultivate followers often do begin to seriously consider the manipulation of others.
School can influence skill selection, and vice versa – the tactics of a given School in exploring the
nature of the Leviathan's ancestry will general privilege certain approaches. A Leviathan from a
military background is likely to end up seriously considering the viewpoint of the School of the Reef,
for instance.
Step Four: Select Skill Specialties
Narrow areas of study are something of an obsession among the Tribe – most settle into comfortable
routines or get set into tried-and-true methods of addressing their problems. As such, specialties are
quite common. An area of focus is often comforting and familiar.
A starting Leviathan selects three skill specialties. They will gain an additional specialty when
selecting their School, but this “bonus” will be limited to one of three Skills, whereas these first three
are unrestricted.
Step Five: Assign the Leviathan Template
Until this point, the traits that have been assigned have been primarily the markers of the natural
responses and tendencies of the Leviathan. While the distinction between “before” and “after”
transformation is unreliable for the Tribe, the line between the markers of their normal and monstrous
lives is a touch more distinct. The Leviathan template provides those elements of the character that are
unique to his experiences as a member of the Tribe.
Templates cannot overlap, and the inherent nature of the blood of the Tribe is such that most
supernatural templates won't even take hold of a Leviathan that has begun undergoing his
transformation. A Leviathan is considered to have the template as soon as the change begins –
additional supernatural influence on his life at this point will not change the course of his life, and may
prove fatal, even for the intercessor. Especially if a protective family of Lahmasu are grooming their
new demigod for his ascension.
Strain
Of all the traits of a starting Leviathan, his Strain is the factor that is most out of his control. A
Leviathan's Strain is a function of his bloodline, and a given family line of humans is likely to only
produce a single Strain of Leviathans (Fringe cases exist in which closely-related Strains may arise in
the same family tree, however). A Leviathan's Strain determines which of the primary Progenitor
bloodlines expresses itself in his being, and which of the traits of the Tribe that he is most naturally
inclined to exhibit. A family that is aware of its Tribe blood will likely have been shaped by the
interference of previous generations of Leviathan – its structure and beliefs might well be reinforced
with hazy understandings of the Primordial Seas, and family members might be marked with the taint
of Leviathan blood, potentially even Lahmasu. Some Leviathans are born in lines that are far removed
from the original exposure to the blood of the Tribe, however, and must find their own way into the
world of the Tribe.
Strain determines which Vestiges a character favors. The focus on specific Vestiges is a function of
genetics, and it is possible to trace the “relationship” between Strains by marking the closeness of their
preferred Vestiges. The ability to favor certain Vestiges does have a slight effect on how the Tribe
views a given Strain – each group is stereotyped as the users of their preferred Vestige, as most
Leviathans take a “I have a hammer” approach to problem-solving.
School
Schools are the modes of thought that direct a Leviathan's exploration of their inhuman lineage. With
their history lost, and their lack of control over their own divine bloodlines, members of the Tribe are
faced with a hostile world and an inability to conduct a normal human life. The focus on some method
of making sense of their changing world, and of defining a place for themselves, determines a
Leviathan's School. They are not formal associations, but modes of thought – not unlike “critical
methods” in academic discourse. A Leviathan's choice of School is perhaps the most meaningful
decision he will make regarding how his life will be conducted from that point forward. A Leviathan's
choice of School provides him with a free Specialty in one of three Skills linked to that School, and
provides him with a discount when investing in Adaptations of certain Vestiges.
The process of induction to a school is simple: the character must learn its tenets and attempt to apply
them to her own life. There are no ritual initiations, hazings, or pledges of loyalty; Schools are
philosophical viewpoints, not religions or political organizations. How the character was exposed to the
School can be a character-defining moment. Did she receive instruction at the scaly foot of an elder
Leviathan? Was she simply handed a heavy, crudely printed book, its pages stained with sea salt? Or
did she receive a terse email and a .pdf file summarizing the viewpoints of the known Schools? As
Leviathan society has few stable institutions, all of these are possible. It's also more than likely that a
young Leviathan will enter Tribal society with some serious misunderstandings about Schools not her
own.
Some Leviathans, especially those most new to their lineage, are without a School. Most do not
maintain this position for long – while they do not suffer socially for this choice, the lack of at least a
flimsy pretense of a life plan is extremely dangerous to the fragile psyches of a rootless member of the
Tribe, and isolation and doubt are quick routes to the descent into madness. A School-less Leviathan
may take a free Specialty in either Brawl, Stealth, or Survival – their focus is on the day-to-day struggle,
not a long term plan. They do not favor any Vestige. A School-less Leviathan can move into a School
later – this, and the possibility of changing one's School, is discussed later.
Sheol
Your character's refining of his Progenitor's bloodline, the degree to which he has delved into his
ancestry, is measured by his Sheol. It represents the crackling potential of his immortal lineage, and his
ability to manage and direct that blood – the divine Ichor. As Sheol grows more pronounced, the
Leviathan's Wake becomes stronger – he casts a shadow of greater magnitude on the psychic landscape.
High-Sheol Leviathans border on the status of god-kings that the Tribe once were, but find it
impossible to live in the world of men – they distort the minds around them far too much to simply
exist, and are inevitably going to be the subject of much unwanted attention from the Tribe's enemies.
A low-Sheol character is fresh to the blood or simply uninterested in (or frightened of) pursuing a
refinement of the lineage's power.
All Leviathans begin play with a single dot of Sheol. This rating may be increased at a cost of three
merit points per dot, to a maximum of three dots.
Vestiges
Vestiges are just that – the lingering traces of the power of the Tribe's bloodline, markers of their
demigod nature and the dominion they once held over the sea and perhaps all of creation. By exploring
facets of this power, Leviathans exhibit powers as they change into more monstrous shapes. Each
Vestige is accompanied by a Birthright, a small exercise of the Vestige's power that can be invoked
without transformation – the markers of the divine mandate of the Tribe over their form and the power
of their Ichor. Vestiges are divided into channels that represent certain elements of that breed of power
– these channels may be Ancestor channels, which are passive expressions of power and refined
biology, or Descending channels, which use Ichor to create more pronounced and amazing effects.
A Leviathan favors two Vestiges. One of these is set by his Strain, and the other is selected from a set
that his Strain contains a predilection for. Once chosen, this selection is set in stone. A starting
Leviathan then may select three channels to have knowledge of, at least one of which must be from a
the Vestige set by his Strain, the second comes from either of his favoured Vestiges and the third
channel may come from any Vestige. They must first grasp an Ancestor channel of a given Vestige
before they can explore its Descending channels, but mastery of any Ancestor channel also grants
access to that Vestige's Birthright.
Swimming
Leviathans are aquatic creatures, and even in their human form they have a natural affinity for water.
All leviathans have a free Athletics speciality in swimming.
Step Six: Select Merits
A starting character has seven dots of Merits which can be distributed as you see fit. Leviathans may
also expend merit dots to purchase Adaptations, which elaborate on the powers offered by a selected
Channel of a Vestige or buy one single dot of Eldritch Lore, and with it a free one dot Ritual, for two
Merit dots. Leviathans have access to certain unique Merits, such as Cult, which are discussed later in
this chapter – these additional Merits should be considered, as a Cult especially is an important part of
many Leviathan's lives. Remember that Merit dots can also be spent to increase Sheol, as noted above.
Step Seven: Determine Advantages
Leviathans, like most characters, have a number of Advantages, such as Sheol. Some of these Traits are
derived from the values of others, while others are modified versions of normal mortal Advantages.
The full details of these traits can be found in the next chapter.
Willpower
Leviathans determine their Willpower scores as usual, and make use of it in the typical fashions. They
may expend a point of Willpower alongside the use of Ichor, and might have considerable occasion to
do so if their injudicious use of their powers triggers an Outburst.
Tranquility
Members of the Tribe are placed in an unenviable position of transition without a clear output – there is
no “correct path” for a Leviathan to take. Even if one does exist, it was lost with the sundering of the
Tribe's lost civilization, and the best a Leviathan can do is aim for some approximation of a state of
being and mind that reconciles their threefold nature. The struggle against the violent instincts and
disruptive nature of the bloodline of the Tribe is codified by the search for Tranquility – self-
acceptance and stillness of mind. Tranquility is the measure of a Leviathan's hard-fought control and
certainty, and as such it is constantly besieged by the struggles of the supernatural world and the more
insidious pressures of the everyday. The concept of Morality as it applies to normal humans is replaced
with Tranquility, as the quest for meaning and stability supplants the drive to consider one's actions in
the context of their effects on others. Mortal ethical codes offer only imperfect insulation against the
hardships of life as a member of the Tribe. A starting Leviathan has a Tranquility of 7. As an optional
rule, the Storyteller may permit starting characters to begin with a deliberately-lowered Tranquility
score, representing some previous exposure to madness or an instinctual and futile attempt to avoid the
issue of one's own ancestry. Each dot of Tranquility sacrificed in this way provides the Leviathan with
5 experience points, representing some lesson learned or hardship weathered during the descent.
Should the character lower his Tranquility in this fashion, however, each step will include the affliction
of both a mild derangement and a linked mild affliction. A character with Tranquility 5 may instead opt
for one severe derangement and a linked severe affliction. This is more punitive than the Morality-
reducing options for other lines, but intentionally so – it's considerably rarer for a Leviathan to descend
down the Tranquility scale with his mind and body intact.
Ichor
The Tribe has codified the energy that powers its access to occult power as Ichor, the expression of
divine blood. Ichor allows a Leviathan to change shape, invoke Birthrights, and otherwise manipulate
their lineage's powers, permitting a variety of impossible or miraculous feats. All Leviathans begin play
with half of their Ichor pool maximum (as determined by their Sheol score, see the next chapter),
though they may refill it as quickly as circumstances permit. Ichor is not tied to a flat score or dot
rating – it is a pool of points that is expended, with its maximum value determined by the Leviathan's
Sheol. Spending Ichor too quickly may result in an Outburst, so most Leviathans are careful to monitor
their exercises in power.
Virtues and Vices
A Leviathan has the same Virtues and Vices as a normal human, albeit often amplified in their
execution by the use of divine power. While each of the primary Strains of the Tribe is identified in old
texts as being the champions of a given Vice, these definitions are not binding – there's no mechanical
distinction made. Leviathans tend to experience their Vices more acutely than normal, due to their lack
of self-control – the ramifications of this are explored in the Storytelling Chapter, but in general
indulging in Vices against the character's own best interests is pretty much par for the course for the
Tribe, and should be seen as contributing to, rather than disrupting, the flow of a chronicle.
Sidebar: A Larger Boat may be in Order
Storytellers may wish to begin their game with players taking control of older or more experienced
Leviathans, who have had longer to come into their own as members of the Tribe and solidify a power
base from which they can explore their divine nature. This option is recommended for veteran players
more accustomed to the game, especially as the distinction between the characterization of a rootless,
uncertain Leviathan and one with some backing and “street cred” can be very noticeable. Given the
small size of the Tribe's social circles, any group at the “Famed Cohort” level is going to be, at the very
least, known of by every other member of the Tribe that hasn't gone completely off the grid.
Newly Spawned: 0 experience points
Seasoned Explorers: 35 experience points
Famed Cohort: 75 experience points
Old Ones: 120+ experience points.
Step Eight: Footprints, Leaving the Sea
By now, much of the work of creating a character has been done – areas of competence highlighted and
social contacts codified. This step is primarily for reflection and refining – what do these traits, taken
together, suggest? What sort of person is the character, and how does he react to obstacles? Consider
the Leviathan's physical appearance, especially as he transforms, and how he comports himself in
public. What does the Wake do for the character? Is it a hindrance or a boon?
On top of important thematic concerns, little elements of characterization can be a blessing, or an
unexpected source of memorability for a character. Does the Leviathan have any unusual habits or
tendencies? Quirks of character? Leviathans aren't particularly stable individuals – they tend to
gravitate towards routines or nervous responses to the world around them, which may be codified into
an unconscious routine. These small elements can serve as low-key suggestions of the anxieties that a
character is subject to, or as ways of making a character more “alive” in the shared narrative. Above all,
think about how you're going to have fun “being” the character during play – it's all well and good to
make a character that's interesting, but if that interest is purely academic then at least some of the fun of
getting together at a table with friends to pretend to be the Gill-Man is lost.
Sidebar: Looks can Kill
So what exactly do Leviathans look like? Do they have facial tentacles like Cthulhu or are they more of
a classic sea serpent? Every leviathan is unique, but they build their apperance from the same four
blocks: Strain, School, Tranquillity and Channels.
For a freshly spawned Leviathan the Strain defines the appearance. Each Strain possesses an infinite
verity in it's appearances but broad themes are present. A Bahamutan will have an appearance of size
and durability while an Oceanid is defined by grace and beauty. A Leviathan's Strain is in part genetic
and it's contribution to his appearance can be inherited though the usual ways. It must be said that in a
species where giant turtles can interbreed with jellyfish swarm-bodies the rules of inheritance are
unpredictable.
As a Leviathan age's her self image, shaped by her School, comes to dominate her appearance. In some
sense this is reassuring, a Leviathan can visibly see her transition from the monster fate made her into
the monster she hopes to be. From another point of view, this is a horrific curse. Not because a
Leviathan can visibly see her flaws, no it's far worse than that. The Tribe has no "true" or "correct"
form. The tribe have so little to guide them, to say what a Leviathan should be. They can't even know if
their own bodies are a hint at their true nature, or if they've taken themselves down some wrong path.
Should a Leviathan acquire an Evolution it replaces the School's effects on the Leviathan's appearance,
and it is even stronger.
Tranquillity does not promote a single appearance. Tranquil Leviathans don't have one head, and
unTranquil have three that keep fighting each other. Rather a Tranquil leviathan looks like something,
anything really. A Leviathan who's falling into the Tempest looks more like a Frankenstein of different
parts.
Finally Channels are quite simply visible. It's not universal, plenty are internal changes, but on the
whole you can get some idea of a Leviathan's capabilities by looking at it. A Channel like Mortal-
Devouring Armory is not a mystical effect that makes the Leviathan's punches more dangerous. Those
claws are physical and quite distinctive. Other Leviathans may manifest the Channel as spines or teeth,
they may secrete venom or grow jellyfish like stingers but there will be something. The same is true for
Adaptations. If it seems like it would change a Leviathan's physical body then it probably will.
Character Creation Quick Reference
For most of the steps of creation, see the World of Darkness core book, starting at page 34. The
following section summarizes those changes relevant to the character's awakening into the Tribe's
bloodline.
Strain
Choose a Strain, representing the Progenitor whose bloodline is most prevalent in your character's
ancestry and which determines which aspects of the Leviathan's legacy of power come most naturally
to him.
Bahamutan: The bloodline of Bahamut, this lineage is known for prodigious size and resilience; its
innate mastery is over the Vestige of Vitality. Secondary Vestiges: Awareness, Fecundity, Might
Dagonite: The bloodline of Dagon, this strain is famed for its generative power and for giving birth to
abominations – its mastery is over the Vestige of Fecundity. Secondary Vestiges: Elements, Predation,
Sanctity
Lahamin: The bloodline of Lahamu, this lineage is known for their ever watchful eyes and secretive
demeanor – they master the Vestige of Awareness. Secondary Vestiges: Fecundity, Predation, Sanctity
Nu: The bloodline of Nunet, this strain is considered to be the most “in touch” with the liquid matter of
the Primordial Seas – they are the masters of the Vestige of Elements. Secondary Vestiges: Awareness,
Sanctity, Vitality
Oceanid: The bloodline of Oceanus, graceful and dangerous this lineage is said to master the wills of
others – they master the Vestige of Sanctity. Secondary Vestiges: Elements, Might, Predation
Tanninim: The bloodline of Tannin, this strain is hailed as the judges of man and of the Tribe's enemies
– they master the Vestige of Predation. Secondary Vestiges: Awareness, Might, Vitality
Thalassans: The bloodline of Thalassa, this lineage is reputed for immeasurable strength and to thrive
on both land and sea – its mastery is over the Vestige of Might. Secondary Vestiges: Elements,
Fecundity, Vitality
School
Choose a School, representing the approach your character takes while attempting to understand his
Leviathan ancestry. Each School offers a choice of a bonus Specialty and provides a discount when
purchasing Adaptations from a pair of Vestiges.
The School of the Abyss, Tehom Devotion, the Mystic Outlook.
The School of the Sun, Emunah Devotion, the Religious Outlook
The School of Clay, Malkut Devotion, the Scientific Outlook
The School of the Reef, Natsar Devotion, the Militant Outlook
The School of Fog, Bet’em Devotion, the Social Outlook
Vestiges
A character favours two Vestiges, one is set by his Strain and one is chosen from a set offered by his
Strain. Characters begin play with a grasp of three channels from the Vestiges he has considered. He
must first invest in an Ancestor channel of a given Vestige before he can explore a Descending channel.
At least one of these channels must come from the Vestige set by the character's Strain and another
must be taken from either favoured Vestige.
The Vestige of Awareness
The Vestige of Elements
The Vestige of Fecundity
The Vestige of Might
The Vestige of Predation
The Vestige of Sanctity
The Vestige of Vitality
Sheol
A character begins play with a Sheol of 1 which may be increased with the spending of Merit points.
The rate is three merit points per extra dot of Sheol.
Ichor
A character begins play with his Ichor pool at half of its maximum value, as determined by the
character's Sheol score.
Merits
In addtion to buying Merits players may spend Merit dots on Adaptations or trade two Merit dots for a
dot of Eldrich Lore and a free Ritual. The following special merits for a Leviathan character:
Beloved Retainer (O - OOOOO)
Breath of the Lungfish (O)
Cult
Numbers (O to OOOOO)
Zeal (O to OOOOO)
Fervor (O to OOOOO)
Indoctrination (O)
Offerings (O)
Home Turf (O or OO)
Conspirators (O to OOOOO)
Resolute (OO)
Old Hands (OOO)
Recognition (OOO)
Deep Wake (OO)
Divine Prerogative (OO)
Fluid Form (O)
Heirloom (O to OOOOO)
Lahmasu Retainer (O - OOOOO)
Mandate of Babel (O)
Muted Wake (OO)
Temple
Size (O to OOOOO)
Security (O to OOOOO)
Amenities (O to OOOOO)
Vicious Heritage (O or OOO)
Experience Point Costs Trait Experience Point Cost
Attribute New Dots x 5
Skill New Dots x 3
Skill Specialty 3
Channel, Favored Vestige 15
Channel, un-Favored Vestige 18
New Adaptation New Dots x 2 (-2 if Favored, minimum of 1)
Eldrich Lore New Dots x 5
Rituals Dots x 2
Merit New Dots x 2
Sheol New Dots x 8 (Requires a breakthrough or revelation)
Tranquility New Dots x 3 (Requires a significant change in circumstances or point of view)
Willpower 8 (Only to restore lost dots)
The Strains
Bahamutans [Picture: The Symbol of Bahamut: An oval, fish-like scale with iridescent rays. It is inlaid with intricate
filigree-work in some precious metal. Over this has been crudely painted an open eye, with no iris but a
wide black pupil. Fingerprints are still visible in the paint. ]
[Picture: Central. A fisherman is standing under a streetlight. He is a young man, with a general Latino
appearance. His legs are in oilskin pants but he is barefoot. He wears a wifebeater, under which bumpy,
scaly ridges are visible that delineate his muscles. He has no hair and his scalp is glistening. His arms
are tattooed, and one of his hands is holding the rostrum of a sawfish like a macahuitl. His jaw is
gaping wide open, much larger than a human jaw could, and displays several rows of teeth along with a
flat, wide tongue.]
Morphology Even in a family of titans, Bahamutans are known for their size. Even when not expressing their
Leviathan natures, members of this Lineage tend towards broad shoulders and considerable height.
This size has lead to the Lineage being branded as gentle, slow, or dull, but this is only a half truth - the
blood of Bahamut is as forceful and energetic as any of its kin, and when roused the Strain often
expresses this as explosive strength or drive. On a practical level at the very least, many Bahamutans
are hyper-aware of the realities of power and force - they have to cope with such things in their daily
lives, dealing with a world that is, to them, crushingly small and oppressively restricted. The
Bahamutan tendency towards power expresses itself in something not unlike heroic stature - the
Lineage is certain of its capabilities, faced as they are with a world in which nothing seems too big to
tackle.
Progenitor The Bahamutans trace their descent back to a Progenitor labelled Bahamat or Behemoth. Reputedly a
fish or whale of immense size, it was said to support whole cities on its back. Martial Bahamutans cite
the biblical image of Behemoth's power as proof of a lost warrior tradition, while more spiritual
members note Behemoth as a nurturer of life and progenitor of species.
Genetics There seems to be some sort of mechanism at work in bloodlines touched by Bahamut. Some
subconscious system that prevents a Leviathan being born until there is space for a new arrival. Of
course this isn't to say it's polite enough to wait for parents who genuinely want a Leviathan, yet as a
general rule Bahamatuns are rarely born to parents struggling to get by, and most commonly emerge in
times of prosperity and expansion. This trait is amplified when there are living Bahamatuns present: A
Bahamatun finding herself pressed for resources will rarely discover that a nephew is the latest addition
to their worries.
Bahamutans normally arrive in a group of between two and three at a time. These individuals often
show some remarkable similarities even before coming into their Heritage: Appearance, mannerisms,
an odd trait like shared allergies. This isn't that surprising in long running Bahamutan families but for
Bahamatains with a culturally normal background it can be quite the shock meeting your nearly
identical third cousin for the first time at a family reunion. Bahamatun families with a more Tribe
oriented culture and no access to prophecies often look for odd similarities as portents of an future
Leviathan. Identical twins (either actual identical twins or fraternal twins who happen to look identical,
that happens a lot) are considered an especially auspicious sign. When born to a bloodline touched by
Bahamut if one identical twin is a Leviathan the other certainly is too.
Puberty It begins with distance. As master of the natural armours and Vitality of the tribe a Bahamatun's
inheritance first manifests by a feelings of inner security. What once seemed like enormous problems
seem small, easily solvable but also unimportant. In these early days the hardest and most important
thing is for the Leviathan to maintain a sense of proportion. Some describe it as an almost dreamlike
state where the world seems formed of mist, where force and reaction seem unrelated. What feels like a
simple push topples trees, an attempt to rescue a drowning man churns the beach into muck. The first
step taken by many Bahamatuans is to relearn their own strength.
Bahamatun families, even those unaware of their own heritage, have a moderate tendency to be
surprisingly calm when a new Bahamatuan emerges. Sometimes this is stoicism, sometimes shock, but
it always gives a little breathing room that gives the family time to get to grips, or succumb to the wake,
before making any rash decisions.
A curious fact is that Bahamatuans who emerged as a set, even if they had never met before, lack the
territorial instincts that most Leviathans feel against each other. They may also include any other
Bahamatuan who was a family figure in their upbringing in their instinctual trust though this is
unreliable. A Cohort formed of related Bahamatuans can be among the most stable and thus the most
successful in the Tribe, however instincts to cooperate can repress disagreement leading to stagnation.
Even worse, repressed feelings can escape in other self destructive ways or build up until they explode
in a fashion that can be called apocalyptic, both figuratively and sometimes literally.
Evolution The True Form of a Bahamutan is traditionally expected to be much larger than that of his fellows, and
their stereotypical tranquility leads to depictions of them using their great bulk to shelter others from
the hazards of the Depths. Their tendency to express themselves through the Vestiges of Vitality and
Fecundicity makes this image somewhat reliable - a powerful Bahamutan will indeed be huge and
relatively solid, albeit with a form teeming with lifeforms both strange and, on occasion, voracious. A
Bahamutan's resilience makes it a likely candidate for a long voyage, and their immense shapes can
seem to drift, untouchable and listless, through the Depths.
Ecology
Family The Bahamutan line is typically cited for its fertility and productive capability. Allegedly, at least, the
Lineage combines the fecundicity of the Dagonites with the ability to weather the rigors of
reproduction. Bahamutan-touched mortal bloodlines tend to be directed by their patri- or matriarchs
towards a tight-knit, self-sustaining structure that protects and nurtures without the fevered internal
politics of a Dagonite's brood, but this atmosphere conceals a more stifling tendency to self-replicate -
the drive for competition is excised in favor of cooperation.
Lahmasu The line of Lahmasu that Bahamut's lineage produces are the Gugal or "great bulls." The strain is
distinguished by characteristically large builds and often a distinctly aquatic appearance, especially
later in life. Uniquely among Lahmasu the Gugal tend towards genetically stable populations - often
taken to extremes, a Gugal community eventually ends up populated with genetically identical
inhabitants. Many prefer the company of their own, where their distinctive appearances are accepted.
Cults Bahamutans are generally involved in their Cults on a personal level, seeing a need to protect their
followers and their territory. This is sustained by the comfortable strength that most of the Lineage
possesses - Cult members are likelier to come to the Leviathan with mundane problems, seeking
protection from their own weakness in that reassuring power.
Vestiges Vitality, Awareness, Fecundity, Might
Symbols and Associations The Sea of Salahit, the Caspian Sea, the vice of Sloth.
Concepts Awkward young linebacker, high-stakes fisherman, neighborhood protector, surprisingly burly
kindergarten teacher, professional wrestler, church camp counselor
Quote "This is a good place. I like it here, and I spent years making sure it remains the sort of place I like.
Usually this involves making sure punks like you don’t bother the good people of this town. Then it
becomes the sort of place they don’t like. You still sure you want to set up shop here?"
Dagonites [Picture: The Symbol of Dagon: A wooden carved statue representing a bust of a man with his hands
cut off. His cheeks are hollow and his eyes are bulging like a fish’s, but he has a full Sumerian-style
beard. His hair is replaced by scales. The statuette has claw marks imprinted on it.]
[Picture: Central. A young woman with shoulder-length black hair. She wears a light gray business suit
with a white baby-tee underneath. Her shoes are stylish and heeled, but not ostentatious. She has an
attractive full, rounded figure without being really fat. From the collar of her tee-shirt, you can see
patterned patches of colour like the skin of an octopus reaching up to her ear. She is leaning against the
edge of a desk, nearby a window. In her left hand is a pair of glasses, half-folded. In her extended right
hand, she is holding a practical butcher’s knife, handle first as if she was offering it to someone. ]
Morphology The line of Dagon is traditionally considered as the meeting point between primordial muck and cold
functionality. Members are expected to be assertive and aggressive, both in their physical and social
lives, and to ceaselessly move towards perfection through experimentation. This obsession with
progress and refinement has led to the whole Strain being branded as calculating and manipulative, but,
as these are not terms of weakness, most Dagonites embrace the stereotype gladly. Their tendency
towards power-playing makes them natural candidates for leadership positions both inside and outside
of Tribe society. The average Dagonite is expected to cull weakness without hesitation - meaning that,
despite lacking the physical presence of some of their brethren, they are given a fair berth by their wary
kin.
Progenitor Dagonites claim their ancestry in the Progenitor Dagon, who they identify both as a patron of trade, the
weather, and the harvest but also a force of power and fertility. Dagonites of a religious bent tend to
replicate some of these facets in their directions to their Cult, adding another level of deific veneration
to their relationship with their Beloved.
Genetics In it's way Dagon's blood is the one that makes the most sense to modern understandings of genetics.
While Leviathans of any Strains are most commonly born to bloodlines that have given birth to
Leviathans before this tendency is most pronounced in the Dagonites. The more Dagonites in your
ancestry, the more Lahmasu in your immediate family, the more likely you are to be a Leviathan
yourself.
Because the blood of Dagon weighs genetics heavily, if one Leviathan begins his transition it's likely
that others will soon follow. As many as five or six may appear, typically among siblings and first
cousins over two or three generations. While this period can be extended even further it stereotypically
ends when the young Leviathans yearn for control and power and leave their birthplace to forge their
own petty kingdoms. The family splits, new converts are brought into the fold and the bloodline thins
for a time.
Puberty It begins with the flesh. The first a Dagonite notices of his heritage is some physical affliction. These
are impermanent and fluid markers, attempting to peal away a patch of scales will cause them to melt
into flesh. Just as it seems like the fledgeling may come to terms with their condition the effects spread
outwards. Attempting to remove an affliction causes it to burst in blood and small sea life. Small
animals bearing outlandish mutations follow the Leviathan in slavish loyalty, the Wake begins during
this time. Many Dagonites have to question where they end and other creatures begin. Who is an
individual with their own thoughts and desires and who is merely a part of them to be used as one uses
their own arm? The creatures in her blood? The loyal animals who follow them around? Her Beloved?
Everyone?
Due to the insular and cultic nature of many established Dagonite families, the arivial of a new
Leviathan is typically responded too with well rehearsed rituals. This can provide a sense of stability
both to the young Leviathan and her mortal family, however depending on the nature of these rituals
some Dagonites honestly would have preferred naked panic. Outside of social influences Dagon's
blood seems to lead towards no particular reaction.
As his puberty progresses a Dagonite feels a growing instinct to emigrate, and for good reason. The
stereotype says they tire of family and seek unclaimed lands to conquer, and while there is some truth
in this they are in fact instinctively fleeing their own blood. Should the Dagonites remain, whether out
of familial loyalty, a deliberate (and usually successful) attempt to breed more Leviathans or some
other reason, then the touch of Dagon's blood continues to strengthen. Whether mystical effect of
Dagon's blood or just the result of so many Leviathans possessing the powers of Fecundity in the gene
pool, the family homeland is soon plagued with feral Lahmasu and mass graves filled with the young
victims of horrible diseases.
Evolution The True Form of a Dagonite is expected to resemble a unity of the portrayals of the line's fish-like
Progenitor and the amalgamation of mammalian and piscine forms. Dagonite eyes in particular tend
towards the size and intensity of a deep-sea fish, and in many ways their forms embrace all of the most
unsettling parts of a fish's form - bulging and unblinking eyes, slimy (or worse, transparent) scales, and
gaping mouths.
Ecology
Family The Dagonite Strain is cited as the most fruitful but least nurturing of the bloodlines - the fertility of
Dagon's lineage does not make room for errors, and while Dagonite-touched families are often
numerous they are rarely healthy. The cultic leanings of the Strain have led to many of their modern
incarnations finding themselves in isolated and forgotten corners of the globe, in the midst of cult-like
families steeped in centuries of fevered and violently slavish tradition.
Lahmasu The Dagonites lay claim to the Lahmasu Abuu, or "fathers" (singular Abum, often read "Patriarchs").
The bloodline is distinguished by both grotesque fertility and the appearance of overlarge eyes, scales,
and similar piscine features as the blood of Dagon becomes more pronounced - visual markers that
betray the "purity" of a bloodline and signify, in the minds of the Lahmasu, greater connection to the
revered Tribe.
Cults Dagonites and the stereotypical model of the Cult are deeply intertwined - the Dagonite assuming the
role of father and god to a large and isolated group that has violent internal competition for preferential
treatment. The severity and willpower that the line traditionally projects makes this position as a living
deity all the more relevant - the Dagonite can easily dominate all aspects of his or her follower's lives.
Vestiges Fecundity, Elements, Predation, Sanctity
Symbols and Associations The Sea of Harkand, the Cilician Sea, the vice of Pride.
Quote "If you believe we know better because we're bigger and tougher than mortals, then you've got to figure
the Primordials knew best of all. Now those were big, f*ck-off critters, and so clever no human can
wrap their heads around them. Don't tell me they didn't see this world coming, and don't tell me they
left no clues for us."
Stereotypes School of the Abyss: "They'd be better off if they spent less time gazing at their navels and more time
listening to their gut."
School of the Sun: "I know the progenitors gave us a purpose - it's to win."
School of Clay: "Watchers rarely know when they're being watched."
School of Fog: "Cooperation's a great idea, as long as you all do what you're told."
Typhons: "Casualties are inevitable given the stress of our condition. Give 'em a quick death and an
honorable sendoff."
Hybrids: "Those we can control are able soldiers. The rest of the lot are obstacles to be knocked down."
Other Creatures: "Anything that's a threat is going to find out the hard way how much we know about
'em."
Mortals: "We're not like these guys anymore, and that's just as well. I'd rather die on my feet with my
eyes open."
The School of Fog (Bet’em's Devotion, The Questioning School)
[Picture: The Symbol of Bet’em's Devotion: A swirling sea, from which emerges numerous sea-serpent
like forms, as if on an old map. This serves as a watermark]
[Picture: Central. View from behind and to the left - A black man with a shaved head stands in front of
a high metallic table, wearing a t-shirt and jean shorts, no shoes. He rests his left arm on the table, palm
up. A segment of flesh on the underside of the forearm is flayed open and held in place by surgical
clamps. Blood stains the table around the arm, with crawling and writhing shapes, suggesting primitive,
half-formed life, emerging from it. His other arm holds a scalpel, hovering over the flayed limb. The
man's face is impassive. On either side of his head there is a curved line of white, shark-like eyes above
the tips of his ears. The eyes glow slightly. A magnifying glass, pen, notebook, and camera all sit on
the table, to the man's right side.]
The bloodline of the Tribe is heavy with mysteries and hidden lore that, if revealed, would alter much
of mankind's conception of history and reality. The School of Fog is composed of those Leviathans that,
knowing this, seek answers and truth within the Tribe itself. Probing their lineage and observing their
fellows, they attempt to recreate the Tribe's society and birthrights from the hints provided by its
current incarnation.
This interest in the Tribe leads the Questioning School to do just that - question. Their primary
historical interest is with cultural relics of the Tribe itself, but also records - codes of morality, edicts,
and legends. They seek, by analyzing these, to find the essence of the Tribe itself - some central truth
that shapes a society that fulfills them and expresses their origins. More than this, the School actively
places itself in contention with the other Schools, pushing members to codify their beliefs or defend
their theories - the Devotees of Fog consider themselves the lens that turns on the Tribe.
The goal of all these questions and considerations is a sense of personal history and placement - the
creation of a "divine lineage" that terminates in the Tribe, whose statutes can guide actions and whose
exploits can be emulated. In a sense, the project is the creation of a true Tribe, one united in thought
and deed as well as by blood. In the stability of an expressed and fulfilling history, the Devotee seeks
Tranquility.
Membership
The School of Fog is often branded as a "scholarly" pursuit, and that charge bears some weight. Many
of the minds that turn towards cataloguing of the Tribe's own culture are those that would have pursued
similar lines in human life - anthropologists, cultural scholars, and psychologists. The study of the
Tribe's blood and the secrets it contains, however, also lures the interest of minds involved in the
natural sciences. Beyond this label, though, the Questioning School is also host to those whose
perspectives perhaps naturally placed them as outsiders from society - the destitute and disenfranchised.
The driving force behind the School of Fog is an interest in origins and hidden drives - an urge to know
the how and why of things. The Questioning School is made up of those that push, and seek, and pick
at scabs - they're the sort of people that fling themselves at every question until they have an answer.
Transformation
The School of Fog's interest lies in the Tribe's origins and traits. As such, their transformations tend to
echo the fertility and oddity of the line itself - growing additional limbs, eyes, or even whole heads, or
taking on constantly-shifting, flexible forms. In particular the acknowledged trait of the School is
additional, unblinking eyes and the adoption of shapes that conjure up the image of confusing and alien
creatures, long-dead or never-were. The greatest mysteries of the fossil record and the darkest
speculations of marine biologists take shape in the manifestations of Bet'em's Devoted.
Character Creation
Unusual in relationship to the other Devotions, Bet’em's Devotion focuses primarily on Finesse
Attributes - they approach problems with dexterity and ingenuity rather than pure force. Social
Attributes are the most favored, as the School of Fog is also the primary organizing body of the Tribe.
Fringe knowledge is the bastion of the Questioning School, and their ratings in Occult and Streetwise
tend to be quite high - they are the quiet monitors of hidden corners and lost facts. Most have a strong
set of Social Skills, however, in order to better deal with their fellows - different methods being needed
for dealing with different Leviathans. Physical Skills, when taken, tend to focus on evasion and
obfuscation.
Mental and Social Merits are quite prevalent, and Devotees of Fog are the most likely to have allies and
contacts among their fellow Tribe members. Their Cults tend to be extensive but constantly fluctuating
as old doctrines are considered, refuted, and revised - it takes a certain sort of mind to put faith in
something that is ever changing, even if it claims to be ever improving.
Role
Questions are the strength of the Questioning School. They take contrary positions to their Cohort and
push them to explain themselves - trying to cause them to think about themsleves and what they do.
Beyond this, they are also lynchpins in Tribe society. Their knowledge of the bloodline provides them a
certain encyclopedic awareness of facts about Leviathans, but by far their greatest contribution is the
ability to guide and unite their fellows. A Devotee of Fog's dedication is the element necessary to try
and prod the otherwise solitary Tribe into a functioning social unit.
The School of Fog could not, in some meaningful fashion, exist without Cohorts. The School's
justification and primary grounds of exploration lie with the Tribe - it is only with them that the
Devotee's searches are not grounded in his own thought, and it is only his fellows that can push him to
truly question his own observations.
Vestiges
The Questioning School includes those that are at the forefront of the study of the nature and place of
the Tribe in the universe. They push to unlock the divine nature of their bloodline and exhibit the role
that they believe they are meant to hold.
The School of Fog grants a discount on purchasing Evolutions to Vestiges of Elements and Fecundity.
Traditions
Members of the School of Fog may select a free specialization for one of the following Skills: Occult,
Stealth, and Streetwise.
Concepts
Avant garde poet or musician, poststructuralist lecturer, performance artist, information warfare
specialist, human resources consultant, busker, genealogy buff
Quote
"There are things more clever and stronger things than us out there, but there's nobody who can take
care of business like we can. In a week, I can gather ten people like you, as hard and as dedicated. Now
tell me: who can stand against that?."
Stereotypes
School of the Abyss: "What are you hiding from?"
School of the Sun: "Haven't you heard? Buddha is not the Way!"
School of Clay "Take your time. We'll always be here for you."
School of the Reef: "You've got the strength, I have the vision."
Typhons: "How lonely they must have been!"
Hybrids: "What distant horrors do their bloodlines hint at?"
Other Creatures: "Really? Tell me more."
Mortals: "We're going to have to stand together to survive in their world."
The Prelude Not unlike the final step of character creation, a detailed prelude serves to push a player to consider
their character in unusual circumstances or in scenarios that the player had not previously thought of –
it involves roleplaying a series of moments or answering a series of questions in-character. The idea is
to highlight points of interest in a character's distant and recent past that illustrate elements of their
personality and interests, as well as suggest issues that might prove useful for integrating the character
into the chronicle, or which might be plot hooks down the line. The Prelude is meant to shift the
abstract question of “what sort of person is my character” into a series of scenes that provide similar
information. It can also serve as a “warm-up” for getting into a character, or as a way of presenting a
situation that the player might not have thought of – especially a point at which two aspects of a
character's personality and tendencies become opposed to one another – which do they value more?
At the Storyteller's discretion, the Prelude can also serve as an opportunity to shuffle points on the
character sheet. It's before the beginning of play, after all, and the whole idea is to offer new avenues of
thinking about the character – if the character-as-envisioned and the character-as-mechanics aren't in
synch, there's no better time to make adjustments as the rules and the ST permit. It can also help
prioritize avenues for advancement and plots that interest the character – if you and your Storyteller get
very involved in one portion of the prelude, that's a big hint that there's material there that should make
its way into play.
Preludes can also serve as a method for a Storyteller to work some background detail about the sort of
chronicle he has in mind into the player's minds without having to resort to an expository barrage in the
first session (or, my particular weakness, a lengthy handout of information). It can also serve to make
things more “personal” to a character – Marduk's hunt is a very different issue for a character that has
only experienced it in the abstract, rather than having an episode in their Prelude that brings them up
against the organization.
Storytelling the Prelude The door was worth pretty much what you paid for it, bursting inwards in a small storm of splinters as
a hastily-moved minifridge and bookcase tumble out of the way. Still, it bought a couple of seconds
before your company arrived – and from the shouts in the hallway and the sound of footsteps coming
up the hall, it sounds like quite a bit of company. Not to mention the sirens. You figure you've got,
what, ten seconds before they're in the room with you.
Which is why you're perched half-in your shattered window, glass shards on the ground below, trying
to figure out whether you can make the pool if you jump from here. Or whether it might be easier to
just aim for the concrete, given the way your day's been going.
How did you end up here?
The Prelude should serve primarily as a method of getting players and their characters on the same
page. While it's not such high art that people have to treat it like a chore, a big part of a game of
Leviathan involves dealing with the mixture of the wondrous and the unfortunate, and that balance is
most easily struck if everyone has a feel for the cast. Determine whether you want to run Preludes
individually or as a group. Individual Preludes are sort of the expected norm for Leviathans, as their
relative rarity means that members of a Cohort likely didn't meet until later in life, but this shouldn't be
binding – after all, people in the same situation often end up in the same place. A group Prelude has the
advantage of being a bit like a game session, and gets everyone used to working around a table together
– it can be played either as shared scenes or alternating stages, with each character being presented with
similar scenarios. The latter method in particular offers a way for other players to get a feel for
someone's character – it places their reactions to various events in relationship with the rest of the cast.
A strong Prelude ought to balance elements of the fantastic and the relatively mundane. Members of
the Tribe are often rootless and jobless, but they still have to eat, and it's the everyday that trips them
up the most – if all problems could be solved by turning into an eldritch abomination, they'd have an
easier time of it. It doesn't hurt for scenes to appear somewhat disjointed – a Leviathan's life is unstable
by definition, and the comfort of a familiar situation is something that they have to actively cultivate.
Developing – Early Life It had been buried deep in a corner of the attic, but you'd eventually improvised a makeshift series of
support columns with other boxes, some of which you expected contained valued family heirlooms,
which made their periodic creaks a source of some worry – but you had it. The dark metal chest at the
back of the attic, which you cousins had assured you was “totally grandpa's porn stash,” or “full of old
guns,” or whatever. You didn't lend their theories much credence. You were just curious about the rusty
old thing, and your other relatives claimed not to know – and that you shouldn't play in the attic, which
would be, if their state of worry was to scale with the actual danger, wall-to-wall exposed rusty nails.
There was an oversized padlock on the chest once, you realized, but it had rusted off somewhere down
the line, and parts of it rubbed off on your hands as you moved away the remains. It smells a bit like the
sea.
What's in it?
It's not exactly accurate to say that a Leviathan was ever an ordinary person- the bloodline is present in
them since birth, after all, and has presumably had some influence on their family. It's rare, but not
unheard-of, for one to arise “out of the blue,” but most members of the Tribe are born with families that
have, to some degree, been touched by the blood of the Progenitors. Some more than others – Lahmasu
have to come from somewhere – but in general, those odd little secrets that every normal family has
take on much greater significance in the life of a Leviathan. One of the central themes of the line is a
loss of foundation, and the revelation that one's family contains something other can come well before
the Leviathan discovers that the alien presence is contained within his own body. Even for a Leviathan
with an apparently-normal family, the time before can serve as a jumping-off point – it's the place of
security and apparent normalcy that is lost when the blood of the Tribe begins to manifest.
If rolls become necessary, recall that the character hasn't come into their power yet – they have no
access to transformation or the Wake, and have to solve their problems as “mere mortals.”
Facial Hair, Deeper Voice, Gills, the Usual – Changing If anyone had asked you to prepare a list of difficult-to-eat foods, “sandwich” would not have been on
it, but there it is – right there in the bread, one of your teeth, all white and clearly yours because you
would have recalled making a tooth sandwich. Your friends haven't noticed, they're still talking and
laughing and stealing fries and so on, but you're looking into your sandwich. Tentatively, you reach
into your mouth and check – nothing missing. A quick tug on a tooth, just to be sure -
And now you're looking at another tooth, in your palm. No pain, not really, but the grind as another
slips into its place in your head – you felt it, this time. And now your friends are looking at your
confused expression, asking what's wrong.
What do you do?
Leviathans don't undergo a single moment of traumatic change – though many might wish that they'd
been so lucky. The development into a fully-fledged member of the Tribe occurs over weeks or even
months, as the body changes and the Wake is established. During this transitional period, the Leviathan
has absolutely no control over his condition and Ichor, and his shape can change at random in
mysterious and horrifying fashions. As such, instances such as the above should form the backbone of
this section of the Prelude, points at which the character has to confront that things aren't right. Some
Leviathans seek help during these changes, but modern medicine is of little comfort. Most characters
will be in their late teens and early twenties during this stage, adding another aspect to scenes – they're
under an amazing amount of stress during the formation of an adult identity, and have had even more
trouble heaped upon them.
The use or abuse of the Wake is an important part of a Leviathan's social life, and it might be worth it
to work in a scene in which the character is clearly benefiting from an unnatural presence and stands to
have something they want because of it. This is particularly important for considering the character's
eventual stance towards his Cult and normal mortals – it's all too easy for a Leviathan to just take what
they desire.
At this point, a Leviathan might have access to one or two of their powers or the lesser Mutations
available to Hybrids, as the Storyteller permits – but not their full suite, and generally not their full
complement of Vestiges. Their ancestry is unreliable and can't be trusted to manifest itself in helpful
ways.
My Life with Monster - Moving Forward Well, you have it. Now it's just a matter of getting away with it. The bag's thrown in the back seat of
your car as you try desperately to control your breathing, trying to remember what those meditation
tapes instructed you to do – you can't remember if you lost them back when you ditched the other car,
or if you left them deliberately. In any case, you think you can spare a second to center yourself before
you cut town – things have been going pretty smoothly, and you know what stop's next. There'll be
others there, and that sounds pretty noxious, but at least you'll start getting some answers.
The bag's in the back – you double-check just to be sure – and you're so thrilled about its contents that
you're finding it hard to blame yourself for what you did to get it.
What did you do to get it?
By the end of the previous section, you should have a grasp of the nature of your character's
transformation and what he's decided to do about it. This section solidifies those decisions – it should
be composed of a scene that emphasizes just what sort of person your Leviathan has decided to be,
what School of thought he occupies and where he sets himself in relationship to others. A good
finalizing scene gives a sense of the character as having a goal in sight – but also suggest the ways in
which these decisions are made in isolation. There's no “right answer,” and many Leviathans are
deluding themselves when they formulate a scheme of reality that suggests some endgame. It's good if
tensions between what the Leviathan is and wants to be arise – that's the sort of problem they have
during their self-definition.
This point of the Prelude's also good to start establishing the character's Cohort, the other player
characters, as well as any other Leviathans that share a Taxa with him. The difficulty that Leviathans
have socializing can serve as a model for inter-party interaction in the future, and can also provide
some context for decisions made later in the chronicle – who do you trust? Who do you resent? That
sort of thing.
A Few Questions If a character's finished but you still want to flesh them out a bit farther, or are looking to consider them
outside the bounds of the questions asked during character creation or which arose during your prelude,
the following might be of use:
What do you look like?
Where are you from? Can people tell? What do the various stages of your transformation look like?
What does the person you think of as “you” look like? Are they fully human? A hybrid shape? Do you
try to blend in, or are their markers of your delving into the Tribe on your person? Strange markings?
Ritual scars? Do you have any obvious Afflictions? What do people remember about you?
What were the worst parts of your transition?
Did you freak out, or keep to yourself? Did you look for help? From people? From books? Did those
you reached out to help, or were they as scared as you were? Did you abuse your Wake? Did you want
to? Did you lose parts of your life – friends, a job? Leave school? Run away?
What's on the agenda?
What are your short-term plans? Your long-term? Do you have any goals? A rival you wish to conquer?
A relic you just have to have? Would you do anything for that goal? Where do you draw the line? Do
you try and maintain a normal life alongside your monstrous one? How's that going? Know an Atoll?
How's that working out? Who do you want to impress? Who do you want to take down a peg?
How's the family?
How do you get along with the members of your Cohort? Your Cult? Do you even have a Cult? How
do you treat them? Ever feel guilty about it? Ever feel like maybe you should? Do you keep in touch
with your mortal family? Are they, you know, a mortal family? Are any of your relatives “in the know”?
How's that feel? What do they expect of you? Are you willing to disappoint them?
Any bad news?
Is there any trouble on the horizon? Have you had run-ins with any of the Tribe's enemies? Do you go
looking for 'em? Ever kill anyone? Ever make someone kill anyone? Ever think about it?
Names, Aliases, and Honorifics Leviathans aren't really human anymore, and some don't stick with their old name, assuming something
that better fits what they see as their “true nature.” This practice is taken to with a varied degree of
seriousness, just like most attempts at “re-branding” oneself. Some Leviathans aim for names that
suggest their ancient lineage, something that sounds “Bronze Age.” Others stick with their given names,
or with a series of aliases (especially if they're on the run from the police or worse.) Those that are
surrounded by a Cult tend to end with grandiose titles, and some believe their own press. Inside a
Cohort, however, names are usually kept brief – first names are usually sufficient, given the size of a
Leviathan social unit – no one is going to mistake “Greg” for some other guy with that name. There's
some understanding that expecting a Leviathan to refer to a peer by some overblown, florid “true name”
is asking a lot of what is essentially a blood relative, so only the more self-obsessed members of the
Tribe try to inflict their divine stature on the rest.
Example of Character Creation Paul intends to make a character for Allison's upcoming game of Leviathan. He's been told that it will
focus on the Cohort traveling across the face of North America, exploring rumors of potential
archaeological finds and coming into conflict with the Cults of rival Leviathans and Typhons. With that
in mind, Paul plans to make a character who isn't too tied down to one location – one not bounded to a
Cult or some other major obligation. He decides to run with this transience and make a character who's
at home in unfamiliar situations – the sort of guy that can befriend a stranger and crash on couches, and
does odd work to get by.
Discussing it with the rest of the players, he finds that this is a good niche – and that he needn't worry
about certain threats. Two of the other players are taking the role of cousins, both Tananim, who they
have termed “The Winchester Brothers of Innsmouth Mass.” The other player is planning to be a
wealthy Dagonite business mogul. There's enough space in there that everyone feels like they have
room to be the go-to person for their area of focus, so Paul moves on to the next stages.
Step One – Concept The Cohort's members cover a good region of investigative and combat-based skills, so Paul feels
comfortable making his character's likeability and social acumen the backbone of his design. He
decides to be a real people person – manipulative, and apparently a good listener, and one whose
requests are backed up by the force of the Wake. He's already looking forward to the troubling
intersection of earning someone's trust and compelling it by supernatural means, and informs the
Storyteller that he's fine with dealing with fallout from being unnaturally persuasive.
He refines this into a brief concept - “Wandering Trickster.” He likes this, and decides to use the
element of the trickster to a greater extent – his character believes that he has a right to subtly wreak
“justice” on those he finds problematic. He settles on a name, too – Louis “Lou” Gabriel Beauchamp.
Lou's a bigger guy – broad shoulders, handsome in a sort of scruffy way, and surprisingly blue eyes.
Paul's mental image adds a layer to the character – he's also in pretty good shape, as well as being
sociable, which will be important when assigning Attributes.
Step Two – Attributes So it becomes immediately relevant. Without hesitation, Paul decides that Lou is going to be primarily
Social, with Physical Attributes as his secondary, and Mental bringing up the rear. He decides that
Lou's not-quite dim, but certainly not the brains of his Cohort.
Paul figures that Lou is charming and quite persuasive – he puts two dots each in Presence and
Manipulation, and one in Composure, for final scores of 3, 3, and 2. If he had his druthers,
Manipulation would be higher – it's something he marks to pursue with experience down the line.
Lou's strong and well-built, but not a world-beater physically – he's primarily concerned with muscle,
not actual comprehensive fitness. Paul assigns two dots to Strength and one each to the other two
Physical Attributes.
Finally, Paul comes to his final category. Thinking about it a bit, he decides to put two dots in Wits and
one in Resolve – Lou probably isn't going to be coming up with any brilliant mathematical proofs in
the near future, but Paul figures that his other skills will help him get by.
The whole picture of Lou places him as someone who's comfortable in social situations but not at all an
academic. His resistance attributes are low, which Paul knows might become a problem, but Lou's all
about getting into – and out of - trouble.
Step Three – Skills Paul takes a look at the categories of skills and, shrugging, assigns Lou's priorities in the same fashion
as his Attributes – he's good at what he's good at. The next step is to figure out the “must-haves,” those
skills most vital to the overall concept of Lou.
In the Social set, Paul places checkmarks next to Socialize, Streetwise, and Persuasion. There are other
skills that are important, but these are big deals for Lou to do what he does. Lou's stealthy, Paul decides,
and has been in enough bar-room fights to be good at Brawl. Finally, Lou's at least moderately good at
Investigation – if only to get a bead on a target for “punishment.”
When assigning final numbers, Paul ensures that Lou has three dots in Socialize and two in Streetwise,
Subterfuge, and Persuasion. One dot each goes to Empathy and Intimidation. Lou gets two dots each in
Brawl, Larceny, and Stealth, and one in Athletics. Finally, he gets two dots in Investigation, one in
Medicine (Lou, he decides, knows a bit about drug culture and other risks of a bar-based lifestyle), and
one in Occult (Lou's family is superstitious, a trait that's only become amplified when the supernatural
became a day-to-day thing for Lou).
Step Four – Skill Specialties Lou's Specialties are a way for him to be better at those things that Paul is aiming to use as problem-
solvers, as well as flesh out his character. The first goes to bulk up a low Skill – Empathy. Paul decides
that Lou's best at getting a feel for people's tendencies, so he takes a Specialty of “Personalities.” The
next one's a no-brainer – a Persuasion Specialty in “Asking for Favors.” Paul thinks about taking
another Specialty for his Social Skills, but decides to diversify and pick a Specialty that's telling about
Lou's less-than-gentlemanly nature – a Brawl specialty of “Sucker Punch.”
Step Five – The Leviathan Template At this point, Paul needs to work on determining the supernatural elements of his character – how does
Lou function in the world of the Tribe?
The first decision he needs to make is a selection of Strain. The most natural choice for a socially-
minded character is one of the Strains that favors the relevant Vestiges, but Paul's not certain – he's
interested in the idea of Lou as a dangerous, judgment-passing Oceanid, but he's also willing to play
against type in another Strain. He finally settles on Oceanid, deciding that he can work from an aspect
of empty grace – Lou looks like a good, solid, reliable person, but he's got a hidden edge and is deeply
manipulative. He chooses to favor the Vestige of Might, and naturally favors the Vestige of Sanctity.
Paul's also got a couple choices for School – but the idea of Lou as symbiotically living with the aid of
humanity leads him to select the School of Clay, Lou's focus being more on “getting by in a human
world” than “analyzing humanity.” He decides that his bonus Specialty is going to be assigned to
Socialize - “Getting Established.” Lou's great at including himself in a social scene like he's been there
for years.
Lou can master three branches of his Vestiges. He opts for “Insidious Creature,” an Ancestor channel
of Sanctity that boosts his Manipulation, and then further focuses on it by taking the Descending
channel of “Call of the Depths,” which lets him call others even against their will. His last choice goes
to an Ancestor channel of the Vestige of Awareness, “Lambent Eyes of Judgement,” which lets him
read people with Empathy. Because of these choices, Lou also gets the Birthrights of Awareness and
Sanctity.
Lou's Sheol begins at one dot, which gives him a beginning Ichor maximum of ten. He'll start with half
of that number.
Step Six – Merits By now, Lou's pretty well-defined – but, as a social character, Merits can prove very important. Paul
consciously decides that Lou doesn't have a Cult – he might have had a small, independent group, but it
doesn't jibe with Paul's idea of Lou.
Paul immediately runs to the Social Merits, and grabs Barfly without hesitation. Reflecting on Lou's
image, he also purchases the two-dot version of Striking Looks and a dot of Contacts, representing his
various friends in bars across the country. This leaves him with three dots, one of which goes to Lou's
meager Resources. After some consideration, he grabs “Serpent's Tongue,” a two-dot Adaptation of
“Insidious Creature” - He can easily talk anyone into indulging their vice in the most immoral ways.
Step Seven – Advantages At this point, Paul records the derived values of Lou's Advantages. His Composure + Resolve is four,
so that becomes his Willpower. His Tranquility begins at 7, and while Paul considers lowering it –
Lou's not a great guy – he decides to hold back – an Affliction would really cramp Lou's style!
Lou's Virtue, Paul decides, is Justice. He shares this with one of his Cohorts, and he expects that their
shared interests might give them something to collaborate on. Lou's sense of Justice is pretty skewed,
but he still wants to punish those that take advantage of others (and aren't him.) His Vice is Sloth – Lou
gets by with the least concerted effort possible, stretching his welcome at the homes of hastily-made
friends and evading responsibility when at all possible.
Lou's Stamina is two and his Size is five, giving him seven boxes of Health. His Initiative is a
similarly-average four, while his Defense is two (the lower of his Dexterity and Wits.) Lou's Strength +
Dexterity + 5 is 10, giving him that as his Speed.
Step Eight – Finishing Touches By now, Paul's mostly done. He notes those places where he'll want to improve Lou's abilities over the
course of the chronicle – he can always get more persuasive – and makes note of the benefits of his
Vestiges, so that they'll be close at hand when he needs them during play.
Beyond the mechanics, Paul also makes note of elements of Lou's past and his nature as he transforms.
Lou's family is an expansive clan originating in the South, and his primary inspiration for Lou's
transformed appearance is a humble crayfish, whose shell ripples with intoxicating arrays of color and
whose antenna register the vibrations in the world around him.
Paul informs his Storyteller that he wants to explore two things with Lou – the ramifications of his
manipulative personality, and the potential problems of his avoiding coming to terms with his changed
nature – Lou's not subject to must introspection, and that'll hurt him in the long run.
LeviathanTempest:ChapterThree [PICTURE: Full page. A stone wall takes up the majority of the picture and most of that is covered by
algae, coral and barnacles. Strands of bladderwrack seaweed wave in front of the sides. Of the wall
itself, all is visible is an irregular section in the centre where most of the algae has been cleared,
revealing a relief image that depicts a large, staring eye set in the centre of a circular maw replete with
jagged triangular teeth. The lines of the relief glimmer faintly with a sickly green light and points of the
same light can be seen beneath the barnacles, suggesting that the design continues beneath them.
Looking at the wall are three silhouetted figures. One is obviously human and is wearing full scuba
gear. To the left of the scuba diver is another figure viewed in profile. It wears no clothing bar a
loincloth that appears to be made of seaweed. It has a human shape (two arms, two legs, one head etc)
but in place of hair it has a set of quills reminiscent of a porcupine's which continue down its back in a
kind of mane. Its mouth extends almost to its ears and is filled with needle-like teeth. A long, thin black
tongue darts from between the fangs. On the left of the scuba diver is a figure that is not human at all. It
resembles a gigantic eel with black skin and no eyes. Its tail extends beyond the edge of the picture.
From behind its head extend four tentacles, two of which are holding what appears to be a crude
human-sized idol beneath the thing's body. The other pair are held above its head. All of the tentacles
are covered in lidless silver eyes with neither pupil nor iris.]
Chapter 3 : Systems and Advantages “Why did the old Persians hold the sea holy? Why did the Greeks give it a separate deity, and own
brother of Jove? Surely all this is not without meaning.”
Herman Melville, Moby-Dick
Over the course of the weeks that lead a member of the Tribe to understand the alterations that have
taken place in their body and mind, they eventually come to a point at which their unusual gifts become,
if not controlled, at least controllable. Ironically, this period is often one of the more dangerous ones for
a fledgling Leviathan's sanity – they have reached a point where a loss of control has more weight, as it
could have been prevented. Further, the ability to understand – and direct – their powers can be a
dangerous temptation for a Leviathan – they have become something more than the people around
them, and have the power to do what they want without apparent repercussions.
Most Leviathans eventually reach a point where they can adeptly direct their natural abilities and can
often, or at least more often than not, bite down a possible unwilling or undesired bout of
transformation. They begin to refine their gifts and develop their transformed body into a shape that
suits their assumptions about the nature of the Tribe and the legacy of the Progenitors.
New Advantage: Sheol The blood of the Tribe runs deep with ancient power, which expresses itself as the mystical powers of
the Tribe and is refined into the Ichor that fuels these miracles. The measure of a Leviathan's harmony
with this bloodline, the degree to which he has assumed the mantle of the Tribe, is Sheol - the descent
into the bloodline of the Tribe, and the realization of the legacy of Tiamat. The cost of this inner
movement is increasing seperation from humanity - the Wake grows stronger and broader, and the
ability to sympathize with the swarming masses of humanity becomes less and less readily available.
At the highest degree of Sheol, the Leviathan begins to resemble the deities that he is descended from -
with the natural consequences for all those that cross his path.
All Leviathans begin with one dot of Sheol, and may purchase more during character creation or with
experience. Increasing Sheol during play requires the exploration of one's bloodline and the reaching of
some moment of enlightenment on this subject, a lengthy and difficult process that places the Leviathan
at risk of falling into despair or severing his ties with humanity in the pursuit of his lost bloodline.
Benefits of Sheol Sheol determines both how much Ichor the Leviathan is capable of channeling and the rate at which he
can expend it. Leviathans may spend a portion of their Ichor with confident assurance of their ability,
but they may also push beyond this safe limit to tap their power more swiftly - but such rapid
expenditure risks an Outburst.
Sheol provides a cap on the natural limits of the Leviathan's Skills, as well as the Attributes of his
mortal form. While transformative powers can push a Leviathan beyond his form's limits, there is a
limit to how much alteration they can provide, while a Leviathan with a truly exceptional connection to
his bloodline might manifest superhuman traits without transformation.
Sheol is involved in the rolls for most supernatural actions - the use of Channels and transformation. It
also provides insulation against psychic tampering by other supernatural entities.
As Sheol grows, so too does the maximum extent of the Wake. The Wake's direct effects are only felt
fully when in the presence of the Leviathan, but they impose subtle psychic pressure on all those within
the maximum extent. This also provides the limits of many supernatural abilities.
The higher that a Leviathan's Sheol grows, the more efficacious his bloodline becomes for supernatural
purposes such as the creation of Hybrids.
SHEOL STAT MAXIMUM MAX ICHOR SAFE ICHOR/TURN MAX WAKE DIAMETER
RIPPLE PENALTY
1 5 10 1 10 feet -1
2 5 12 2 15 feet -1
3 5 16 3 30 feet -1
4 5 20 4 60 feet -1
5 5 25 5 100 feet -2
6 6 30 6 200 feet -2
7 7 40 7 400 feet -2
8 8 60 8 800 feet -3
9 9 80 10 1500 feet -3
10 10 100 15 3000 feet -3
Drawbacks of Sheol As Sheol grows higher, the Wake's effect, as noted, becomes more pronounced. This is a mixed
blessing. Furthermore, the Leviathan is subject to a Ripple Penalty. The listed penalty is applied to all
attempts to avoid making a stir in the community on a local level. It can be applied inversely, as a
bonus, to attempts to gather information about the Leviathan's location through street-level detective
work. The Leviathan makes an impression that is undeniable. Only moving often can prevent such
obvious signs of his presence from developing. This penalty can affect attempts to discreetly socialize,
checks to see if bystanders recall seeing the Leviathan, and attempts to attend functions without being
noticed.
Sheol is occasionally applied to the Leviathan's detriment, as in Outburst checks and checks to see if
the Leviathan developes an Affliction to accompany a Derangement.
The higher that a Leviathan's Sheol grows, the more efficacious his bloodline becomes for supernatural
purposes - such as feeding the hunger of other supernatural predators.
New Advantage: Ichor While Sheol measures the connection to one's primal power, the manifestation of that power is Ichor,
the divine blood of the Tribe. Ichor fuels the powers of the Tribe, and seals the Leviathan's position as a
supernatural being. Gleaned from the expression of that divine lineage, access to sufficient Ichor is
often the difference between survival and death for younger members of the Tribe, while the colossal
amounts of divine power that elder Leviathans and maddened Typhons can bring to bear serves to
separate them from the limits of this restricted world.
Ichor is difficult to quantify, even for the Tribe. It is blood but not quite blood, flesh but not quite flesh
- it is simply the force of the Tribe's divine nature, which expresses itself in the physical body of the
Leviathan. It is Ichor that the Marduk Society covets, but they can only retrieve it from the flesh of its
true inheritors.
Spending Ichor Shapechanging: Ichor is expended to make a shapechanging roll voluntarily.
Vestiges: Ichor is expended to make use of certain powers bestowed by the Descending branches of
Vestiges.
Birthrights: Ichor is expended to activate Birthrights.
The amount of Ichor that a Leviathan can safely expend in a turn is limited by his Sheol score. He may
expend up to two points beyond this limit, but must undergo an Outburst check if he does so. The
Outburst is delayed until his next turn if he spent the Ichor on an Instant Action.
Regaining Ichor Resonance: Leviathans can recover Ichor by harmonizing with the lingering connection that all water
holds to the Primordial Sea. If the Leviathan spends at least two hours submerged in a body of water
with at least the volume of a large tub, they will recover points of Ichor equal to their Sheol. Multiple
Leviathans can benefit from a large body of water, provided that it has at least the minimum necessary
volume for each member of the Tribe. Unless the water is flowing naturally (such as a lake, river, or
ocean), a given body of water can only provide this power once per day. Conversely, every two hours
spent without water in an environment in which dehydration is a threat - such as a desert - the
Leviathan bleeds off a point of Ichor.
Immersion: A Leviathan that is travelling the Rift recovers one point of Ichor per hour.
Sin: A Leviathan that indulges in his preferred sin regains a point of Ichor.
Worship: A Leviathan with a Cult recovers one point of Ichor each morning as a natural consequence
of being deified. He may spend a task to direct his Cult to spend time partaking in more elaborate
rituals in his honor, but doing so requires considerable time and poses potential problems regarding
detection and interference in cultist's daily lives. If the Cult is directed in this fashion, the Leviathan
will regain additional Ichor equal to their Zeal + 1 upon the next morning.
Degeneration: Upon degenerating due to failing a Tranquility check, the Leviathan regains Ichor equal
to its previous Tranquility score.
Havoc: Members of the Tribe can, in a pinch, use destruction to attempt to assuage their bloodline and
re-connect with their lost nature. If a Leviathan purposefully destroys an inanimate object of Size 5 or
greater or injures or kills a living creature (outside of the bounds of combat), he may attempt a Havoc
roll. The Leviathan must directly cause the destruction to feed off of it - he cannot benefit from arson or
a cush job in demolitions, for instance. If the Leviathan recovers more Ichor from a Havoc check than
his Composure, he must make an Outburst check.
Dice Pool: Resolve + Sheol
Action: Reflexive (Causing the damage usually requires an Instant Action)
Roll Results
Dramatic Failure: No Ichor is recovered - instead, the violence forces an Outburst check.
Failure: No Ichor is recovered - the Leviathan is unappeased by his act of violence.
Success: Ichor is recovered. The Leviathan recovers one point, plus -
Inanimate objects: An additional point for every 5 points Size above 5 that the object is (round up).
Living beings: An additional point is recovered if the creature is killed or maimed.
Exceptional Success: As above, plus an additional point of Ichor.
Suggested Modifiers
-1: The object is flimsily constructed (Durability 0)
-1: The object or creature is already heavily damaged.
+1: The Leviathan owns the object or is responsible for the welfare of the creature.
+1: The Leviathan has made another Havoc check within the same scene.
+2: The subject is living and sentient.
Modified Advantage: Tranquility (Morality) Over the course of coming to terms with the fact that they aren't and likely never will be human,
members of the Tribe begin to adapt to a new mode of thinking about themselves and their role in life.
This measure – the degree to which the Leviathan is “keeping it together,” is their Tranquility. The
primary thing that causes Tranquility to depart from normal mortal ethics is that the concerns of a
member of the Tribe have to do with self-control and self-direction. Caught in a period of change with
no apparent end, the blood of the Progenitor compels a Leviathan to experience two competing sets of
instincts, which push him in opposite directions – the sheer atavistic hunger of the Primordial Seas, and
the urge to be respected and to interact with others. The inhuman nature of the Tribe places significant
barriers between a Leviathan and a normal life, and catches them up in a balancing act between
attempting to experience a meaningful “mortal” life while still finding an outlet for the divine.
When faced with an act or event that compromises their tenuous Tranquility, a Leviathan is subject to
Disruption, the gradual decay of their mental state that leads them towards falling into the maddened
state of the Typhons. Upon committing such an act, the Leviathan must make a degeneration roll to see
if he loses Tranquility. If an act can be described by two levels of Disruption, use the lowest one on the
chart.
Transformation: The furthest a Leviathan is from his human state, the more difficult it is to to rely on a
moral compass. While in a transformed state of Depth 3 or deeper, Leviathans roll one less die on
Degeneration and Derangement/Affliction dice pools.
Derangements: A failed degeneration roll means that the Leviathan must make a Tranquility roll to
avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to
the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the
Derangement is removed.
Afflictions: When a Leviathan with a Tranquility of below 5 gains a Derangement, they also must resist
gaining an Affliction, a physical mutation that marks their mental and spiritual decay. Afflictions can
be Mild or Severe, and match the severity of the Derangement that triggered them. To resist gaining an
Affliction, the Leviathan must make a Tranquility check. Leviathans with a Sheol of 6 or 7 suffer a -1
penalty on this roll, and those with a Sheol of 8 or higher suffer a -2 penalty.
Disruptions are generally codified as one of three varieties of transgression, with their severity
dependent on the intersection of various negative behaviors:
Indulging in bestial behavior, especially in the case of violence or cannibalism
Indulging in the manipulation of others, including misusing the Wake or abusing the trust of one's
Beloved.
Neglecting a part of the Leviathan's being, either by avoiding human contact or refusing to partake of
one's divine nature.
The list below is not complete or all-inclusive; the Storyteller is expected to examine questionable
actions from a Leviathan to see if they fit with the general pattern of Disruptions listed below, and to
warn the Leviathan's player of a Disruption that they are poised to commit.
TRANQUILITY DISRUPTION
10 Going a week without human contact (Roll five dice).
9 Making a Havoc check via an object, minor selfish use of the Wake (Getting out of a tab at a
restaurant, etc.) (Roll five dice).
8 Indulging in a Vice, making an Outburst check, going a week without seeing a known Atoll in
the area (Roll four dice).
7 Going a month without human contact, going a week without changing form, large-scale
destruction for Havoc. Assault, theft. (Roll four dice).
6 Cultivating a Beloved. Harming an Atoll. Making a Havoc check via a living being. (Roll three
dice).
5 Intentional murder, sadism, ritual violence. Going a month without seeing a known Atoll in the
area Going a fortnight without transforming (Roll three dice).
4 Using the Wake to compel others to do violent or sexual acts against their will. Going a month
without transforming.(Roll two dice).
3 Cannibalism. Killing an Atoll. Going a year without human contact. Mass Havoc (conjuring
hurricanes, etc.) or Wake-induced mayhem. (Roll two dice).
2 Frequent murder. Deliberately slaughtering your Cult. (Roll one die).
1 Consuming an Atoll's flesh. Mass acts of depravity. (Roll one die).
Benefits of Tranquility Still Mind: A Leviathan who is at peace with his threefold nature can more easily move away from his
more primal shapes. At Tranquility 8 and above, the Leviathan receives a +1 bonus to shapechange
towards a more human form. They gain a +2 bonus on all rolls to resist supernatural effects that compel
them to feel a strong emotion.
Drawbacks of Tranquility Violent Tendencies:
As Tranquility fails, the more monstrous side of the Leviathan's nature becomes more difficult to resist.
A Leviathan with Tranquility 5 or 6 suffers no penalty. At Tranquility 3 or 4, the Leviathan suffers a -1
penalty to all checks to return to a more human form and to resist an Outburst. At Tranquility 1 or 2,
this increases to -2. A Typhon or Ophion simply cannot attempt to return to a more human shape.
Afflictions:
A descending Tranquility results in Derangements, which might be accompanied by the Leviathan
developing an Affliction. An Affliction is a physical or behavioral marker, some minor or major
alteration of the body, which is present in all of the Leviathan's forms. Each Affliction is tied to a
Derangement and has the same severity. Should a Derangement increase or decrease in severity, or be
removed, the Affliction is altered appropriately - a more serene mind can reassert control over its body.
A mild Affliction, if apparent, imposes a -1 penalty on social rolls. A severe Affliction imposes a -3
penalty. Cultists are not so squeamish - it is only interaction with the outside world that is impeded.
Example mild Afflictions:
Blood is black, hands and feed slightly webbed, hunchbacked, breath smells of fish, underarms marked
with suckers, protruding eyes
Example severe Afflictions:
Bleeds seawater, can only digest rotting flesh, two rows of triangular teeth, exudes strong odor of
seaside swamp, one hand fused into a club-like fin, pronounced dorsal fin
Giving In: Upon reaching Tranquility 0, degeneration strips a Leviathan of two of his threefold nature.
Acting on base impulses and uncontrolled urges leads to a Typhon, little more than a wild animal
driven by atavistic impulses. Abuse of the Wake and her Beloved turns a Leviathan into a Ophion,
uninhibited she channels the alien madness and shifting currents of the Tempest. Utter rejection of his
monstrous heritage will revert a Leviathan back to humanity, but his mind never recovers from the loss
of two natures. He will spend the rest of his life unable to perform the most basic functions unaided.
Transformation If not the most notable power of the Tribe, the assumption of monstrous shapes is certainly the most
dramatic. Most Leviathans consider this ability with a mixture of pride and outright terror. On the one
hand, the exploration of self that is involved in the shaping of one's other forms is a key element of the
search for self-reliance. On the other, transformation most often occurs without the consent of the
Leviathan – as a disastrous Outburst, brought on by the difficulties of life and the stresses of interacting
with normal humans. The ability to transform makes everything awkward and wrong about the
Leviathan visible, and that concept is hardly comforting to a member of the Tribe trying to get by
without a roadmap.
The form taken by each Leviathan is unique and affected by many parts of a Leviathan's life. Genetics
play a part, both Strain and sometimes even family lines will have visible traits. This is especially true
for younger Leviathans before other factors have become dominant. As a Leviathan rises in Sheol her
self image, usually defined by her choice of School, becomes the most important trait. Channels and
Adaptations both change the transformed form, though each Leviathan expresses them differently. A
Channel that one Leviathan expresses as vicious claws might create venomous spines for another.
Channels and Adaptations are not always visible, sometimes they express themselves as purely internal
changes. A Leviathan's Tranquillity has it's effects, in the Tribe stable mind begets stable body. Finally
an Evolution can define a Leviathan's appearance, forming a stable framework for all other traits to
build upon.
The Tribe recognizes seven distinct stages of transformation, from the human body to the truly
monstrous, and some members have speculated on these convenient points of reference. They reason
that, were transformation truly occurring at random, it could not be so easily stratified, and identify
stages with other, mythically-supported sevens – seven vices, seven heads of the beast in the Book of
Daniel, and so forth. No consensus on the matter exists or is likely to arise, and certainly the markers of
Afflictions and the increasing complexity that a developing Leviathan adds to each form suggests that
the boundaries are not so easily predetermined. Others theorize that these “contact points” are bastions
of order extending in a line towards the deified Progenitors, and take great pains to try and push
“Beyond” the seventh step – or, back, attempting to return “past” the human form to actual humanity.
So far, no dice.
[PICTURE, horizontal, covering the top half of the page. Stylized progression “Evolution of man” with
six forms past human – a hunched, darker-skinned man, then the same man, but balding and more
bowed, then a hairless hunchback with black fish eyes webbed hands and a stubbed dorsal fin, then a
grey-skinned man with no nose and razored teeth, large dorsal fin and a tail, then a full-on Shark-man
ala Peter Benchley's Creature or a Rokea in Crinos, then an enormous shark with razor edges and many
rows of teeth.]
Stages of Transformation Depth 0 - In other words, human form. In this Depth, the Leviathan is roughly indistinguishable from
other humans, but can only make use of Birthrights.
Depth 1 – "The near hybrid." At this degree of transformation, the Leviathan is still mostly human in
appearance - only a wary onlooker can piece together the subtle visual cues that betray his nature. He
begins to benefit from his Vestiges and gains access to the least of their powers. At this Depth treat a
Leviathan's Stamina as though it were one dot higher for the purposes of holding it's breath.
Depth 2 – "The distant hybrid." This degree represents the level of many hybrids. While one might
mistake them for a human from a distance or if they were suitably garbed, the signs that were
previously merely hints begin to declare the unnatural essence of the Leviathan. At this Depth the he
can breath comfortably underwater even during combat and suffers no Speed penalty while swimming.
Depth 3 – "The bestial." The Leviathan can no longer pass as human - this form melds the aquatic and
the terrestrial into something monstrous and twisted. This form is something out of a horror movie. At
this point, the Leviathan increases in stature, and he gains access to the greater reaches of his Vestiges.
The Leviathan's Size increases by 1, or by 2 if you have the Dwarf Flaw.
Depth 4 – "The horrific." At this Depth, the Leviathan is entirely monstrous - large and marked by the
transformations wrought by his Vestiges. His nature expresses itself so fully that, without supernatural
aid, no aspect of his being can be construed as human - even his voice, heard over the phone,
immediately proclaims that the speaker is nothing that should exist.
Depth 5 – "The terrible." The Leviathan is no longer even remotely human in appearance - his
conception of his nature informs the exact markings that he takes on, but he is entirely a construct of
his unnatural bloodline. He is near the peak of his power, but immediately repulses those that are not
already deeply under his control.
Depth 6 - "Apotheosis." The Leviathan reaches the greatest reaches of transformation, becoming a
thing that is entirely of the Primordial Seas. He is at least ten feet in size at this point, and his shape is
nearly entirely aquatic - his appearance owes more to sea monsters than it does to homo sapiens. The
pinnacle of change also unlocks the Leviathan's full potential, making the greatest use of his Vestiges.
The Leviathan's Size increases by 2, cumulative with the previous increase.
Exposure to air drains the Leviathan of power. He may go (Stamina) rounds before this begins, at
which point he begins to lose 1 Ichor per round until drained of power or returning to water or a more
human form. Partial submersion in a body of water of at least five times his size – five square feet per
foot of the Leviathan, not five times Size – will prevent this loss.
If the Leviathan has 0 Ichor in this form and is exposed to the air, he must roll a degeneration check for
his current Tranquility each turn. In this fashion, a Leviathan stranded on dry land will go mad.
Typhons stranded without Ichor begin to lose Health Levels instead.
Mortal onlookers with existing mild Derangements have those conditions aggravated into Severe
equivalents for the duration of their exposure and (10 - their Willpower) hours afterwards. This
category includes many Hybrids and Lahmasu.
Mortal onlookers have trouble remembering the precise details of the Leviathan's appearance, though
its actions and overall appearance will be remembered correctly. While this has no mechanical effect
accounts of the tribe do tend to be somewhat inconsistent.
Mechanics of Transformation There are two ways for a Leviathan's form to change to a different stage – willingly, through
concentration and the expense of Ichor, and unwillingly, due to an Outburst. The latter always moves
the Leviathan into a more monstrous shape, while a Leviathan can otherwise, through patience and
caution, shift between each of his forms at will.
When transforming willingly, the Leviathan must first decide which form they wish to achieve - the
number of steps that separate his current and desired form determines the cost and difficulty of the
transformation. Depending on circumstances, a Leviathan's Tranquility will affect this roll.
Willing Transformation Cost: One Ichor
Dice Pool: Stamina + Sheol - degree of change
Action: Instant
Roll Results
Dramatic Failure: The Leviathan instead transforms a step in the opposite direction. If this would be
impossible, the Leviathan instead suffers a health level of lethal damage as his flesh tears in an attempt
to achieve a non-existent state. (that does not stop some Leviathans attempting to use this to achieve
either true humanity or apotheosis into a creature closer to the Progenitors than they.
Failure: The Leviathan does not change.
Success: The Leviathan achieves the desired form.
Exceptional Success: The Leviathan achieves the desired form and recovers a point of Ichor due to the
effortless exercise of his power.
Suggested Modifiers
-3: In a desert.
-2: Shapechanging towards human form with a Tranquility of 1 or 2.
-1: Shapechanging towards human form with a Tranquility of 3 or 4.
+1: Shapechanging towards human form with high (8+) Tranquility.
+1: Submerged up to one's waist in water.
+2: Completely submerged.
+3: Completely submerged in a body of water of the size of a lake or larger.
Outbursts While Leviathans often have occasion to make use of their transformative abilities in their own
interests - to defend themselves and seek out their goals - they are far more likely to transform
unwillingly. The imperfect control of their divine nature, combined with the stresses of their threefold
natures, mean that shock and distress can trigger an instinctual transformation to a more monstrous
form - an Outburst.
The following triggers are suggested for the triggering of an Outburst. Being exposed to a trigger
doesn't automatically mean that there must be an Outburst - the problem should generally arise
regularly but not be so common that involuntary changes radically alter the way in which players and
characters act. Outbursts should be a source of anxiety, not aggravation. Some exercises of the
Leviathan's natural abilities will risk an Outburst when used, as well.
The Leviathan...
...fails a Tranquility check while in human form.
...suffers resolve or stamina (Lowest) levels of damage from a single attack.
...dramatically fails a roll, especially a social roll.
...is subject to extreme emotions.
...witnesses the death of a fellow Leviathan or an Atoll.
Regardless of the trigger, an Outburst can shake a Leviathan's self-control, reminding him of the ways
in which he is subject to the vicissitudes of fate. This constitutes a Tranqulity-8 Disruption, as it is
primarily jarring to those members of the Tribe that feel as though they have been making progress on
their road to self-definition.
Dice Pool: Tranquillity
Action: Instant or Reflexive (Only the process of transformation takes time; actual resistance is
Reflexive and thus success does not consume the Leviathan's action for the round)
Roll Results
Dramatic Failure: As a Failure, and the Leviathan is incapacitated by the agonizing transformation for
(6 - Stamina) rounds.
Failure: The Leviathan transforms immediately into a form one step less human than his current shape.
If this is impossible or if the outburst was triggered trying to Transform into a less human form, he
suffers one level of lethal damage instead.
Success: The Leviathan's form does not change.
Exceptional Success: As a success, with no additional benefits. Strongly resisting an Outburst might
constitute a reason to increase one's Tranqulity, however.
Detecting Transformation The degree of effort necessary to discern that the Leviathan is anything other than human depends on
the Depth that he is currently inhabiting. The practical upshot is that any exercise of power beyond the
human form is made at considerable risk of discovery – it only takes one twist of fate to get “outed” by
an inquisitive co-worker or relative after an Outburst – and, as such, members of the Tribe try to avoid
positions of high stress and high scrutiny as much as possible. When they do have need of their powers,
most canny Leviathans attempt to maneuver into positions where they can use their gifts without
detection, or only display them to witnesses that can be silenced or co-opted.
Depth 0 - Only supernatural senses and the detection of the Wake can divide the Leviathan from a
normal human.
Depth 1 - Close inspection and a successful Wits + Occult roll can detect that the Leviathan is not what
he seems.
Depth 2 - As above, but with a +2 bonus to the roll.
Depth 3 - As above, but the roll automatically succeeds - only inspection is necessary. Natural animals
are terrified of the Leviathan.
Depth 4 - As above, but only perfunctory exposure or scrutiny is necessary.
Depth 5 - As above, but only a glance or snippet of exposure is necessary. Natural animals panic at the
Leviathan's presence.
Depth 6 - As above, and all creatures that can sense the Leviathan or are within the radius of its Wake
are aware that an unnatural creature is present. Natural animals flee the region if possible.
Social Effects of Transformation As a Leviathan assumes the greater portion of her heritage she creates a wall between her and humanity.
At first this is merely physical but as she approaches Apotheosis it begins to include psychic pressure
and instinctual fears of the Tribe. These penalties never apply to Beloved. Other Leviathans and
Hybrids are treated on a case by case basis.
Depth 0 - No change
Depth 1 - Though essentially human the Leviathan becomes less attractive according to most
definitions of beauty, even if only because of a predatory glint in the eye. When attempting to seduce,
distract or otherwise make a social roll where his appearance is a major factor the Leviathan suffers -1.
If the Leviathan has the Striking Looks Merit instead of a penalty decrease the Merit's effectiveness by
1.
Depth 2 - The penalty increases to -2.
Depth 3 - Instead of a penalty the Leviathan is assumed to automatically fail any rolls where physical
attractiveness is a major factor, additionally she gains a new penalty applying to all social rolls rated at
-2 due to a fearsome, nauseating or just plain alien form. This penalty does not apply to Intimidation
and can be removed if the Leviathan convinces others to trust her. Between the Wake and her own
appearance it won't be easy.
Depth 4 - The penalty increases to -3.
Depth 5 - As the Leviathan approaches the apex of his transformation the effects of his appearance go
beyond aesthetics. At this Depth she combines psychic pressure with deeply rooted instinctual fears,
relics of ancient abuses committed by the tribe. The Penalty on social rolls increases to -4 and cannot
be reduced below -2. Being fully immune to the Tribe's psychic effects means that Atolls are an
exception; as with anyone else they possess instinctual fears, but are exempt from the mental effects
and so only suffer a -3 penalty. With persuasion the penalty can be removed entirely.
Depth 6 - Instinctual dread of the Leviathan becomes insurmountable. All social rolls automatically fail,
even Intimidation becomes useless for anything more precise than provoking blind panic or self
defense. For Atolls the penalty increases to -5.
A Leviathan useing Channels or that do more than provide additional dice or dice modifiers takes no
penalty from their hideous appearance.
The Wake The Wake is the term used by Leviathans for what is, in effect, the sensation that their divine nature
produces on normal humans. It is a psychic pressure front that humans feel on an instinctual level - it is
the dread majesty of a Leviathan's birthright. Tribal scholars claim that it is the "shadow" cast by the
Leviathan's true form, and it affects a region around him, which grows as the Leviathan's Sheol
increases.
Mortals affected by a Leviathan's Wake are infused with a mixture of awe, terror, and deference. For
all that this seems attractive, it is a deeply isolating effect. A Leviathan can't enter a room without
people lowering their voices, or go to the grocery store without people self-consciously apologizing for
getting in your way (even if they weren't) - the Wake functions as a psychological battering ram,
preventing the Tribe from blending in with a crowd. A Leviathan is always, willingly or not,
intimidating every mortal in his presence. The Wake is a beacon, a message from the days of the
Primordial that impresses itself on human minds - "You're less important than me; everything here is
mine if I want it."
The allure of the Wake, especially for Tribe members who might have been socially awkward or
bullied before they awoke to their true natures, is obvious. However, the Wake is also extremely
dangerous - taking advantage of it means taking advantage of humans, further alienating the Leviathan
from the world he has to live in. Many Leviathans have fallen down the path to degeneration by
permitting themselves to revel in the wake, allowing themselves to say "Yes, I am better than these
people. It's fine for me to do what I want with them."
Mortals subject to the Wake are aware that they are cowed but will, without training or knowledge, put
it down to the Leviathan having unusual charisma or presence. They get the sense that the Leviathan
just happens to be the sort of person who the room stops for. The Wake also does not alter a subject's
memory, only their current ability to act. Their recollection of events during their exposure will
therefore be tinted by their own nature and desires, and how the Leviathan acted towards them. If the
Leviathan used intimidation to browbeat them into doing what he wanted, they will recall being
intimidated and will attempt to justify their response in a fashion that seems consistent. A timid person,
for instance, will assume that they gave way as would be expected, while one that resents being pushed
around might formulate reasons why they would permit it. This tendency can be a blessing or a curse -
if a person's mental scenario elevates the Leviathan's actions to a criminal offense, they may very well
get in touch with the appropriate authorities. Even if a member of the Tribe could breeze into a high-
security facility, it'll be considerably harder for them to get away with it.
Some mortals are more drastically affected by the Wake - these unfortunates are struck with a lingering
obsession with the Leviathan, hovering between a dangerous mixture of strong emotions. Unaware of
the truth of what they are experiencing, they find ways of explaining it - some outlets more constructive
than others. The only unifying element of this obsession is that the mortal is certain that there is
something different - something special and unique and equal parts horrible and wondrous - about the
Leviathan. Some become stalkers, or hangers-on, or even kidnappers, trying to understand the creature
who haunts them, awake or dreaming. These cases end in one of two ways - either the complete self-
destruction of the obsessed mortal, or the entry of the mortal into the Leviathan's Cult as a Beloved.
Established Cults usually begin with a Leviathan's first Beloved, and then grow - the more Beloved
there are, the likelier that an ensnared mortal will join their ranks. While the Cult might have members
that are not Beloved, they are the only ones whose loyalty and dedication is certain. They serve as
extensions of the Leviathan, his agents in the human world, permitting him to avoid the strain of
everyday life. Periodic exposure to new revelations of the Primordial world are necessary to keep the
Beloved's mind stable, but this is a small price to pay for their aid. A Cult can infuse the Leviathan with
Ichor through reverence and the enactment of mystical rites - their subservience reaffirming his divine
nature. Beloved are also prime hosts for the generation of Hybrids, as they are willing, perhaps even
eager, to be touched by the bloodline of the Tribe.
The lure of staying secluded and meeting only with one's Cult is strong, especially for older, more
world-weary Leviathans. This is a potential trap, as interacting with the Beloved is not a substitute for
interacting with normal humans, and it is often the ultimate fate of the hidden Cult leader to fall into
degeneration, isolated from his own human side.
Sidebar: The Best Idea Someone Else Gave You The fact is, no normal human that's within earshot of the Leviathan is operating entirely according to
their own free will. The compulsion applied by the Wake is problematic to the moral compass of a
member of the Tribe. It is subtle enough, playing on instinctual fears, that it does not directly force
those affected to do what the Leviathan asks - but it remains an application of force, unconscious or not.
Capitalizing on the Wake is tricky business - it's not like the Leviathan is strictly doing anything to
make the subject compliant, but the compulsion exists nonetheless. As far as Tranquility is concerned,
any deed that someone wouldn't have consented to without the Wake is one that they aren't consenting
to willingly when the Wake is upon them. Even if a cultist willingly declares that he will spend his life
in the Leviathan's service, the Leviathan is culpable for sending his cult to their deaths.
Mechanics of the Wake Region of Control: The Wake fills an area around the Leviathan, with its diameter determined by his
Sheol. Within this area, beings can feel subtle psychic pressure. Beings both inside this area and in the
Leviathan's physical presence are subject to the Wake's full effect.
The Fringes: Outside of the Leviathan's presence, beings are not mechanically affected but do feel a
pronounced sense of weight and danger.
Fully Affected: Normal beings - both sentient and animal - are subject to the full effects of the Wake.
Potentially Affected: Supernatural beings whose power attribute is lower than the Sheol of the
Leviathan are vulnerable to that Leviathan's Wake. They are otherwise immune.
Not Affected: Leviathans, Atolls and Ahabs are always immune to the Wake's effects.
Ease of Control: The Leviathan does not suffer the unskilled penalty for using Social skills against
beings subject to the Wake.
Psychic Pressure: When using Intimidation against beings subject to the full effect of the Wake, the
Leviathan benefits from rote action. This bonus extends to all Social Skill rolls when the subject is one
of the Leviathan's Beloved or for a single roll with the expending of one Ichor per Willpower of the
Target.
Focusing the Wake: Leviathans can deliberately focus the wake on one vulnerable target, expending
one Ichor. For the rest of the scene, the victim is subject to the following effects:
If their Willpower is lower than the Leviathan's (Presence + Sheol), they subtract the Leviathan's Sheol
from all Persuasion rolls against him.
If their Willpower is lower than the Leviathan's (Manipulation + Sheol), they subtract the Leviathan's
Sheol from all Subterfuge rolls against him.
If their Willpower is lower than the Leviathan's (Composure + Sheol), they subtract the Leviathan's
Sheol from all Empathy rolls against him.
Detecting the Wake A being aware of the nature of the Wake, such as a Marduk agent or cryptid, may attempt to distinguish
it from normal social pressure. This requires an instant roll of (Wits + Occult - Leviathan's Composure).
The Leviathan's Ripple Penalty applies as a bonus to the seeker's attempt.
Leviathans and Ahabs are always aware of the presence of a Leviathan's Wake.
Banes of the Tribe
Electricity, Man's Power of Reason Since the fall of the Primordial Seas one curse has hounded the Wicked Tribe like no other. Electricity.
The legends of the Tribe are numerous and contradictory: The most common tale puts a mythical
source to the Tribe's bane, the lightning bolt has long been a symbol of sky gods such as Zeus, Jehovah
and Marduk. Mythologically inclined Leviathans are quick to note the common theme of such gods
defeating a primordial being to claim the heavens. Some go as far as to propose lighting was the literal
weapon Marduk used to slay Tiamat and the scars have never healed.
Other legends speak of men, not gods. Though to hear them told you might find it hard to tell the two
apart. In these stories the fall of the Primordial is inseparable from Man's ascent to reason and
dominion over the natural world; a change symbolised by electricity. The force of the gods tamed by
science and the beating heart of civilisation.
Some of the tribe prefer a more materialistic explanation. The Ichor coursing through the Tribe's veins
makes them as conductive as the sea water they call home. Through this the tribe becomes vulnerable
to electricity. Regardless of which story a Leviathan believes the facts remain constant: electricity does
Aggravated damage to the Wicked Tribe and ignores any Armour or Durability granted by Vestiges.
Electricity-based Bashing damage isn't quite as deadly: Leviathans only convert half the Bashing
Damage to Aggravated Damage. Hybrids aren’t as vulnerable, electricity bypasses any natural Armour
but has no other effects.
The Sigil of Marduk, Man's Power of Virtue Hidden in dusty tomes of occult lore, a little bonus for more observant viewers in surf horror flicks,
mentioned in cautionary tales told to unruly children. The Sigil of Marduk is a surprisingly resilient
icon – a depiction of Marduk atop his chariot wielding a lightning bolt – though its exact origins are
lost to history the Sigil is known to be truly ancient: The oldest examples uncovered by archaeology
were in the ruins of ancient Mesopotamian cites.
For the most part outside the Marduk Society the true purpose of the Sigil is forgotten. Or rather the
Sigil's purpose is well documented but so is the numerous alternative theories, mystic groups
incorporating a well known icon into their own paradigm, conspiracy theories and fringe archaeological
pseudo-science. It takes a knowledgeable occultist or research to uncover the truth. The Wicked Tribe
has never forgotten, they know the Sigil as well as they did the day it was forged. Tribal lore posits that
Marduk's defeat of Tiamat created an instinctual fear of his image in her descendants. An alternative
theory states that the dread evolved over centuries of persecution by the Marduk Society – who use the
Sigil as their emblem. Whatever the cause attempting to pass the Sigil is a horrifying sensation: The
Leviathan's blood pounds to the rhythm of armies marching against her, Marduk's lightning crackles
through her skin while her bones rattle with the echo of Tiamat's death-roar. To enter an area protected
by a Sigil of Marduk a Leviathan requires Sheol successes on a Resolve + Composure roll, if they fail
they cannot try again for Sheol days. Offshoots spawned by the Womb of Terrors Channel must score
get their creator's Sheol on a Resolve + Composure roll. Hybrids have it easier, they only need one
Success and on a failure can try again after an hour.
Creating the Sigil is easy enough. Instructions have to be found, easily located in libraries or online.
Accurate instructions are a bit harder. Following these instructions requires a single success on a
Dexterity + Crafts roll. During the creation of a Sigil proper instructions will instruct for a series of
meditations and mantras at various points, these are cleverly created, a work of genius really, to guide
the user into investing a portion of their Virtue into the Sigil which requires a Resolve + Occult roll.
Without this virtue the Sigil will shock and disgust a Leviathan but offers no actual protection.
Investing a portion of one's virtue costs a Willpower point, this cannot be be recovered so long as the
sigil is active, deactivating a sigil you created requires touching it and an Instant Action. If the creator
fulfils their Virtue in the scene where they crafted a Sigil, and the Sigil was somehow connected to
fulfilling their Virtue then instead of refilling their willpower pool they may "unlock" the Willpower
point used to power the Sigil, effectively fuelling the Sigil with a truly virtuous act rather than their
own strength.
Each Sigil protects an area the size of which is limited by the total Willpower dots of the person
creating it, this area must have a clear boundary. 1 dot can protect an area equivalent to Temple Size 1,
4 dots protects an area of Size 2, 9 dots for Size 3, 16 dots for Size 4 and 25 dots for an area equivalent
to Temple Size 5. A Sigil can protect a smaller area if it's creator wishes it so. If a charachter has
insufficient Willpower to protect an area they may use multiple Sigils distributed across the protected
area. Sigils from multiple creators stack as normal.
Someone who has successfully created a Sigil may try to recapture the feeling of investing virtue
without the whole process, this can be done but at a -3 penalty. If they succeed subsequent attempts no
longer suffer -3. This can remove the requirements for a crafts roll, a photocopy of the Sigil works just
as well. It's also possible to use an alternative image providing that it represents the creators idea of
virtue. Religious imagery, philosophy quotes or national symbols for example. This provides +2 on the
roll (also award +2 to anyone who actually associates the traditional Sigil with virtue) but has a
significant drawback: Unlike the Sigil of Marduk it is meaningless to Leviathans who only require a
single success to pass.
Aging Leviathans have an unusual relationship with age. Simply calling them immortal is an
oversimplification. A Leviathan's two forms actually age at different rates. Their human form ages as
normal until it simply stops aging somewhere in the mid 60s. In Apotheosis a Leviathan's biological
age is affected by self image, genetics, and slowed by certain Channels as well as chronological age.
It's entirely possible for a Leviathan's transformed body to become younger.
In game terms all this means is that a Leviathan stops aging somewhere in her sixties. Very few people
even have any way of telling the biological age of a Leviathan in Apotheosis. A Leviathan cannot use
Depth one or two to try and look younger. They'll simply have a mix of old human and young
Leviathan matter.
Leviathan and Merits Many of the normal Merits listed in the World of Darkness core rules remain useful for members of the
Tribe. With the exception of those which are precluded by the Leviathan's monstrous nature, such as
Unseen Sense, they remain available. Your Storyteller may see fit to suggest certain choices, or
preclude or limit others - for example, it might be the case that the Fighting Styles that mortals devised
aren't suited to the inhuman anatomy of a transformed Leviathan. Physical Merits might represent the
unnatural vigor of the divine bloodline coming forth as Olympian prowess, and are somewhat common
among the Tribe. Comparatively, Social Merits that rely on long-held positions are somewhat rarer, as
the Leviathan must cope with the Wake and the constant threat of an Outburst. This tendency to live a
transient lifestyle also means that few Leviathans have significant Resources. The supernatural gifts
available to a Leviathan, as well as some of the unnatural Merits listed below, can be superior to
normal Merits and may make certain choices suboptimal when compared to exercising the powers of
the Tribe.
Beloved Retainer (O - OOOOO) Your character has a single retainer who has become Beloved from exposure to the Wake. See WoD
Core P116 for the Retainer Merit.
The difference between a Retainer and a Cultist is mostly one of narrative. Cultists are assumed to be
interchangeable while a Retainer is a unique character in the story with his or her own personality.
Players should feel free to use this Merit to represent certain important individuals within their cult,
such as a high priest. This Merit has no effect on rolls using Zeal or Fervour such as Cult Tasks.
Players may still use the normal Retainer Merit but should explain why frequent contact has not created
a Beloved. Perhaps the Retainer is immune, plenty of people are.
As an optional rule and only at the Storytellers discretion, the Merits Beloved Retainer and Cult may
overlap: A player with a Cult gains dots in Beloved Retainer equal to the greatest of Cult Number, Zeal
and Fervor, to be divided among Retainers however the player wishes.
Breath of the Lungfish (O-OOO) Your Character transforms into some form of air-breathing marine life or strange crossbreed. At lower
depths, the Leviathan does not lose the ability to breath air. As a side-effect of this Merit, your
character may remain on land in her Apotheosis Form for an additional (Sheol*Mertit Dots) turns
before she begins to suffer the effects of exposure
Cult (Special, O-OOOOO+) When brushed with the Wake of the Leviathan, certain mortals are more touched than others -
becoming Beloved. These faithful can be directed into a unit, a Cult, which reveres the Leviathan and
seeks to serve and honor him. Some Leviathan season their cults by bonding Lahmasu into their service,
taking them in and giving them meaning. The full rules for Beloved and Lahmasu are listed later, but a
Leviathan that wishes to have a Cult following may invest in this Merit. A Cult can provide Ichor
through worship or work in the world as the Leviathan's hands (or claws) at a reach. The Cult Merit is
broken into three categories - Number, Zeal, and Fervor. It additionally has a handful of variables that
can be purchased to increase the capabilities of the Cult. Dots spent on this Merit can be divided
between all of these.
Cults require supervision and input from the Leviathan - they desire "face time" with their deity. For
every week in which the Leviathan does not contact the majority of his Cult in person to speak, lead
ceremonies, or receive prayer, one dot worth of Cult assets (in the three core categories) degrades -
generally, Zeal is lost first, then Numbers, as the less devout or ensorcelled drift away - still obsessed,
but unsatisfied. Reclaiming degraded dots is an extended test of Presence or Manipulation + Persuasion,
with a target pool of successes equal to (3 + lost dots). Each roll represents a day spent reinvigorating
the Cult and getting stray members back into the fold.
Number
This category represents the size of the loyal mass attending the Leviathan. On a practical level, it
limits the number of tasks that the Leviathan can direct his Cult to perform in a given chapter - one,
plus one per dot of Number. "Tasks" includes dangerous work as measured by Zeal, but also instances
in which the Leviathan directs the faithful to perform rituals or act publicly - the assumption being that
the Cult's numbers permit members to exchange duties, cover shifts, and otherwise permit the Beloved
to fulfill their everyday chores alongside those mandated by their deity.
A Cult must have at least one dot of Number - otherwise, who will bring the goat?
Number O - Five followers, one task per story
Number OO - Ten followers, two tasks per story
Number OOO - Twenty followers , three tasks per story
Number OOOO - Fifty followers, four tasks per story
Number OOOOO - One hundred followers, five tasks per story
Zeal
This category measures the loyalty of the Leviathan's followers - the depth to which their religion
shapes their life. It provides one bonus die per dot for all attempts to convince the Cult to undertake a
task (in the rare case that this necessitates a roll) and inflicts a -1 penalty per dot to the attempts of
others to turn a Cult member against the Leviathan. If directed to spend a day praying and performing
rituals for the Leviathan (Which counts as a Task), the Cult provides additional Ichor equal to its
Zeal+1 to the Leviathan.
A Cult doesn't have to have a dot of Zeal, but most do.
Zeal X - Cultists are loyal to you personally but not so much to the Cult or its doctrine - Sunday
Cultists, basically.
Zeal O - Cultists will break the law for you, if the risks aren't too high. Acolytes.
Zeal OO - Cultists will risk jail time for you.
Zeal OOO - Cultists will unflinchingly kill in your name. Textbook fanatics.
Zeal OOOO - Cultists will risk death in your service, if the task requires it.
Zeal OOOOO - Slavish loyalty. You and Thulsa Doom could compare notes.
Fervor
This category measures how dangerous your Cult is when motivated - the degree to which it can direct
its assets and achieve dangerous jobs. Directing the Cult to do typical tasks that one would expect of an
organized group - mounting a one-day search, putting up flyers in a neighborhood, mounting a protest -
does not require a roll. Only dangerous and illegal tasks, or ones requiring violence, require a check of
Fervor.
A Fervor check involves rolling the Cult's Fervor minus a number of dice relevant to the difficulty of
the task - in general, most major crimes (kidnapping or killing a civilian) are at -3, while truly world-
shaking events (such as assassinating high-profile targets or swiping military hardware) are at -5.
Minor crimes (stealing a car or disappearing the car when work is done) are rolled without penalty.
Success means success, while Failure permits the player to choose - complete the task but lose a dot of
Cult Number permanently, or fail and lose a dot of Cult Zeal for the duration of the story. A Dramatic
Failure inflicts a both penalties, and the task fails. If appropriate circumstances or equipment are
ensured beforehand, bonus dice might apply to the roll. Conversely, if the Cult's gear or numbers are
inadequate, penalties might be in order.
If the Leviathan wishes, he can direct the effort personally, in which case his Presence or Intelligence
(whichever is most appropriate) may be added to the roll, but he will (seperate from the normal
ramifications) be subject to the expected downsides of a failed effort, and will have to enact his own
escape from a crime scene (a getaway is assumed for the Cult under the Fervor roll).
A Cult doesn't have to have a dot of Fervor - many don't.
Fervor X - You'll have to perform your own crimes. What a pity.
Fervor O - Liquor stores are your piggy bank.
Fervor OO - You've got some talented thugs - roughly the equivalent of a local police force.
Fervor OOO - Your Cultists are driven enough to perform some quality bad deeds in your honor.
Fervor OOOO - Fierce civilians or experienced criminals. Mafia-level shenanigans.
Fervor OOOOO - Your Cultists are chomping at the bit to achieve your wicked desires.
Sidebar: Putting the God in Godfather
The rules for Fervor are generally more permissive of extralegal hijinx then other similar Merits, and
the tone suggests the Cult is capable of performing some pretty impressive stuff. In general, this is
intentional - the goal is to replicate a city-subverting or widespread Cult conspiracy, a la Fight Club or
Higurashi no Naku Koro ni. The reach of a Cult, and the depths to which it will sink to serve its master,
are meant to be somewhat unsettling - and to make immoral methods attractive. If letting a Cult do
something would rob the players of an interesting scene, or circumvent a hardship in an automatic or
undramatic fashion, feel free to bend the rules or ask the player to direct his Cult to perform some facet
of the task instead of the whole thing.
Additional Traits
These additional qualities for a Cult are rated in dots and cost the listed amount. They exist primarily to
help define or focus a Cult. The Storyteller and players might work out other possibilities - the only
limit is, in general, these bonuses should not render the three core traits irrelevant.
Conspirators (O to OOOOO) - Members of your Cult have Status equal to dots in Conspirators within
an organization chosen when you purchase this Merit. This merit may be taken multiple times.
Home Turf (O or OO) - The Cult has a favored stomping ground, around the size of a neighborhood or
a region of wilderness - along the lines of "The quarry" or "The old lumber yard." When assigned to
dangerous tasks in this region, it receives a +1 bonus, but suffers a -1 penalty elsewhere. The two-dot
version negates the penalty.
Indoctrination (O) - Once per story, as a Task, the player may declare one attempt to turn members the
Cult against the Leviathan as an automatic failure. The Leviathan need not be aware of the attempt - the
player is declaring the Cult uncorruptible as a method of narrative control.
Lahmasu (OO) - Your Cult contains a division of, or is entirely formed of, Lahmasu or Hybrids.
Lahmasu often serve as a Cult's military arm, using their unique abilities to further their lords aim. A
Cult with Lahmasu gets an extra dice on all Fervor rolls but a crime performed by strange half fish
people is more noticeable than a regular crime. This rule is a little too complex to be expressed as a
bonus to investigators, but a Leviathan is advised to think twice before sending Lahmasu where mortal
authorities might start asking questions, and consider forgoing the bonus.
Offerings (O) - Once per story, as a Task, the Leviathan may use his Cult to make a purchase with a
Resource cost of 1 + the Cult's Zeal.
Old Hands (OOO) - Pick one unpleasant task or crime (car theft, kidnapping, murder). The Fervor roll
for that sort of crime is a rote action for your Cult. Remember that crime waves are suspicious and that
being a zany cult isn't a barrier against criminal investigation.
Recognition (OOO)- Unless it is! Your Cult is a legally-recognized religious organization. Attempts to
legally interfere in your dealings or investigate the Cult's beliefs or business suffer a -2 penalty. This is
in addition to the other intangible bonuses of this status, which can be represented by other Merits.
Resolute (OO) - The Leviathan's Cult requires his presence only once a month.
Deep Wake (OO) Your Leviathan has an unusually potent Wake - for the purposes of its diameter, your Sheol is treated
as though it were one point higher. If your Sheol is at 10 (Way to go, Cthulhu), your Wake's maximum
diameter is 6000 feet. This Merit has no effect on your Sheol for focusing the Wake on a single subject,
but will affect an attempt to cultivate a Beloved.
Drawback: Your Ripple Penalty is measured by your increased Sheol. If your Sheol is at 10, it
increases to -4.
Divine Prerogative (OO) The divine bloodline inside your character is eager to express itself in the defeat of mortals. You may
select a Skill. When engaging in a contested roll using that Skill against a human (one not subject to a
major supernatural template), you may chose to risk Willpower instead of spending it. You receive the
normal bonus dice as though Willpower were spent, but, if you are successful in overcoming the
victim's resistance, you do not lose the Willpower risked, instead retaining that point and in fact
regaining an additional point beyond that. You cannot risk Willpower to boost your resistance - you
must be acting aggressively to benefit from this Merit.
Drawback: Should you fail, the risked Willpower is spent as usual and your failure is upgraded to a
Dramatic failure. This often triggers an Outburst check.
Fluid Form (O) Your Leviathan is unusually capable at shifting through his or her forms. He gains a bonus die on all
checks to shapeshift willingly.
Drawback: You suffer a -1 penalty on Outburst checks.
Giant (OOO) This is the same Merit as presented in the World of Darkness core rulebook; Leviathans may buy the
Giant Merit for less than its usual cost.
Heirloom (O to OOOOO) Your character has some physical artifact that is a rememberence of the Tribe or the Tribe's lost
civilization. It might be an art object or everyday tool, but it is generally unsuitable for its original task
- too brittle or too precious to make use of. Its primary role, instead, is its ability to resonate with the
bloodline of the Tribe, stirring the remnants of Ichor inside a Leviathan. A member of the Tribe may
regain Ichor through meditating with the object in hand. This requires a Composure + Occult roll
representing ten minutes of meditation. One point of Ichor is regained per success, to the limit of the
Heirloom. A given Heirloom can provide one point of Ichor per dot before becoming "dull", and its
available pool is recharged each week. Each Heirloom recharges on a different day at a different time,
but the overwhelming majority are refuelled on Friday, at sunset, a source of some speculation among
members of the Tribe.
The average Heirloom is Size 1 or 2. Rumors abound of larger Heirlooms which can provide far greater
amounts of Ichor, or which have additional mystic traits, but these are not readily available as Merits.
Sidebar: That Belongs in a Museum! Leviathans aren’t the only ones with interest in Heirlooms; Marduk always keeps an eye open and
Mystical orders such as the Aegis Kai Doru are frequently tempted either by what they could learn or
an Heirloom’s practical applications as a mystical talisman. Private collectors, archaeologists and
museums also have a stake in owning an Heirloom. Despite this Heirlooms tend to cause little stir
among those not in the know: vanishingly few Heirlooms predate known civilisation, most come much
more recent exploits of the Tribe and aren’t markedly distinct from entirely human artefacts of the
period. It’s unsure what exactly would happen if regular academics did get hold of a Heirloom that
predated Tiamat’s death, such a discovery could rewrite known history but only if it wasn’t snatched by
Leviathans, Marduk or some other party. It would certainly make an interesting story.
Lahmasu Retainer (O–OOOOO) Your character has a single Lahmasu Retainer. See WoD Core P116 for the Retainer Merit. Your
retainer may come from any Lahmasu Strain or even be a Hybrid. A Lahmasu Retainer has a Depth
between one and the number of dots spent in this Merit, players choice. Assign Mutations and any
Flaws as normal. Players may choose to have their Lahmasu retainer as a Beloved for no extra cost,
though if they choose not to they should justify how their Retainer managed to avoid becoming
Beloved.
The difference between a Lahmasu Cultist and a Lahmasu retainer is mostly one of narrative. Cultists
are assumed to be interchangeable while a Retainer is a unique character in the story with his or her
own personality. Players who have a Cult should feel free to use this Merit to represent important
members of their Cult such as a high priest. If they do so this Merit will not have any effect on rolls
using Zeal or Fervor such as Cult Tasks.
The same optional rules used for Beloved Retainer can be applied to Lahmasu Retainer. Again this is
only at the storytellers discretion.
Mandate of Babel (O) When your character expends Ichor to focus his Wake on a subject whose primary language is foreign
to the Leviathan, he gains the supernatural ability to make his words understood to that target, and
understand that subject's words, as though they were both fully fluent in the language the other is using.
They cannot understand written words of the supernaturally-comprehended language unless the words
were hand-written by the other participant. This merit also gives the Leviathan the power to speak all
dead (No longer spoken in common usage or with only a small minority of speakers) and extinct (No
longer spoken at all) languages. This power does work on people who are immune to the Wake, with
their consent.
Muted Wake (OO) Your Leviathan has an unusually subtle and mild Wake - for the purposes of its diameter your Sheol is
treated as though it were one point lower. If your Sheol is at 1, your Wake's maximum diameter is 5
feet. Your Ripple penalty is measured by your decreased Sheol, and is at -0 if your Sheol is 0. This
Merit has no effect on your Sheol for focusing the Wake on a single subject, but will affect an attempt
to cultivate a Beloved.
Drawback: Well, the thing the Merit does, sort of.
Temple (Special, O-OOOOO+) You Leviathan, or perhaps her Cult, has access to a Temple. A Temple is a place of prayer but it is also
much more. A temple is a refuge from the tensions of the outside world. A place where everyone is
understanding about the occasional ritual. Most of all a Temple can be a home.
Size
Temple Size is important to any Cohort who sees their temple as anything more than a well fortified
place to hide. A Temple with no dots in Size perhaps represents a cramped cave or small basement. By
spending points in Temple Size the Cohort creates room for creature comforts and chambers dedicated
to a verity of practical effects. Perhaps more importantly it becomes possible to host a much larger Cult,
if in doubt assume that each dot in Temple Size means there is enough space to comfortably host equal
dots in Cult Numbers. Lahmasu Cults are smaller and thus have an easier time finding space.
O – A small apartment or lakeside cave. One to two rooms.
OO – A small family home or an apartment with some storage space. Three to four rooms.
OOO – An actual church, a spacious seaside cave or a large family home. Five to eight rooms or a large
enclosure.
OOOO – A mansion, proud temple or a small fortress. Nine to fifteen rooms or chambers.
OOOOO – A sprawling estate, your very own Jonestown, a vast network of sea caves. Countless rooms
or chambers.
Temple Security
Even the grandest temple is worthless if rival Leviathans or Marduk just wander in; to prevent this
Leviathans may invest in security for their temple. Every dot in Temple Security provides -1 to all
attempts to break in and +1 initiative when defending the temple. A Leviathan may supplement the
physical security by directing its Cult to post guards; this counts as one Task for rules purposes. As a
final benefit the Leviathans may choose between disguising the temple as respectable place of worship,
or hiding the temple by placing it in an underground cave or an apparently ordinary home, office or
some other front organization.
Disguised temples grant -1 per dot of temple security to find weapons caches or discover the ritual
chamber is anything more than a simple prayer room; however, the Cult will have to put up with
curious visitors, some of whom may be police or Marduk agents. Hidden Temples grant -1 per dot of
temple security to find the Temple but grant no special benefit once it has been located. While well
hidden Temples don't have casual visitors once they have been found they remain found. Regardless of
whether a Leviathan disguises or hides their temple the Ripple effect helps those searching for it.
Temple Amenities
Having a seaside cave to call your own is nice, but without Amenities it wont offer anything more than
bare rock and privacy. Most Leviathans like to add a little home comfort.
O – The Temple has little more than chairs and a speakers pulpit. Comfortable enough for a religious
service but you wouldn't enjoy staying the night.
OO – The Temple has comfortable furnishings, heating, lighting as well as a good stock of religious
texts and decorations. Everything the modern cultist needs.
OOO – The Temple has everything you could expect to find at home with a nice supply of
refreshments, diversions and religious adornments.
OOOO – An impressive Temple with a wide range of mundane delights, stain glass windows or well
adorned idols adorn the walls.
OOOOO – The Temple is worthy to be called the home of a living god. Every corner is overflowing
with decadent excess from the most luxurious furnishings, delicacies and entertainments to idols cast in
solid gold and precious gems.
Every time the player purchases a new dot in Temple Amenities they gain one free temple feature
which provides a practical benefit to the Cohort. Select from the list below.
Armoury: Not all Cults serve as a Leviathan's personal army, but for those who do, proper equipment is
essential. Assume that an Armory provides access to weaponry with a Resource cost equivalent to
Amenities: At Amenities 1 an Armoury barely deserves the name and consists only of baseball bats and
kitchen knives. Amenities 2 or 3 grants common weapons: pistols, shotguns or hunting rifles as well as
fancy ceremonial weapons. Amenities 4 or 5 grants military grade equipment. Unfortunately, weapons
don't just turn up in unmarked crates when you upgrade Temple Amenities. The Cohort can purchase
up to Amenities 3 (less in countries with strict gun laws) by buying the equipment; any higher and the
players must spend time making black market connections or organising a daring theft of military
supplies. An Armoury grants +1 per dot of Amenities to Cult Tasks, provided the Cohort can keep it
supplied.
Gatewater: To enter the rift merely requires a tub full of water; at Amenities 1 it's safe to assume you
can build one into your temple. Having a Gatewater means that your temple includes a ritually prepared
pool designed to make the passage easier. This grants +1 per dot of Amenities to attempts at crossing
into the Rift, and at Amenities 3 you can bring items along without a Willpower point. Perhaps more
usefully, owning a Gatewater means it's very easy to find your way home, while in the Rift the Cohort
receives +1 per dot of Amenities on rolls to locate their Gatewater. Unless they have been granted
access by the Cohort, other Leviathans do not receive these bonuses and crossing into the Temple from
the Rift has a -1 penalty per dot of Temple Security.
Private Pool: Any Leviathan can recover Ichor through Resonance with water; having a few bathtubs
around can be assumed at Amenities 1. A Private Pool grants more: whether by diverting a convenient
lake into the temple's basement or building above an underground river, the Temple has naturally
flowing water within it's walls. Storytellers may disallows this feature if there is no practical source of
water or even give it free if the Temple would have access to it, such as a sea-cave sacrificing a more
attractive location for access to the tide.
Reception Chamber: Perhaps the Cohort wishes to cement an alliance with another Cohort, maybe it's
fallen upon them to host the next taxon meeting. For whatever reason they are going to be spending
time with their Cousins and where better to do that than beneath a 40 foot solid gold monument to your
divinity? Reception Chambers are designed to do one thing: impressive other Leviathans, whatever
style the Cohort chooses assume it impresses the vast majority of Leviathans: They get a bonus to all
social rolls where making a good impression is of use: +1 at Amenities 3, +2 at Amenities 4 and +3 at
Amenities 5. At lower Amenities there is no benefit.
Ritual Chamber: To perform a ritual only requires sufficient Zeal, but proper incense, décor and a
grooved altar can help. A Ritual Chamber grants +1 per dot of Amenities to rituals. When using a ritual
task to restore Ichor a Ritual Chamber grants an extra point of Ichor at Amenities 3 and an extra two
points at Amenities 5.
Rumpus Room: Leviathans are creatures of powerful Vices and low self-control. Many furnish their
Temples and their cults to feed their base desires. When building a Rumpus Room choose one Vice (a
Temple may have many Rumpus Rooms), spending an hour indulging automatically fulfils that Vice.
When the Cohort chooses a Rumpus Room ask them to explain how it works: A Glutton may have a
twenty four hour kitchen while a Slothful Leviathan's Rumpus “Room” may be a dozen cultists who
ensure he never need lift a finger. Assume that staffing the Rumpus Room takes one Task and
remember: Even though Cultists are usually willing it's only because of the Wake. In terms of morality
and Tranquillity you must ask what they would do without the Wake. So think twice before building
that Gladiator Pit.
Vicious Heritage (O or OOO) Each of the major Strains is associated mystically with one of the Seven Sins. Your Leviathan
expresses his Strain's associated Vice, gaining it in addition to his original Vice or, if it already was his
Vice, regaining two Willpower when he indulges in it.
If the Leviathan purchases the three-dot version, he not only gains the Vice - it supplants his Virtue. He
regains only one Willpower for fulfilling his Virtue and his whole Willpower pool for significantly
submitting to his Strain's associated Vice. In effect he has one "Virtue" - his Strain's associated Vice -
and two "Vices": His original Vice and his original Virtue. If the Leviathan's original Vice was his
Strain's associated Vice he instead regains two Willpower for fulfilling his Virtue.
Beloved Creating a Beloved
There are two ways for a Leviathan to create a Beloved: deliberately or merely through their divine
presence. When someone with the potential to become Beloved spends a non-negligible amount of time
in the Wake (at least fifteen minutes) roll Presence + Sheol, contested by Resolve + Composure. The
Deep Wake Merit adds one die to the Leviathan's roll, while the Muted Wake Merit subtracts one die
from the Leviathan's roll. This applies to both unintentional and deliberate attempts to create a Beloved
Exceptional Success or Success for the Leviathan: Record one "Beloved Point" on the mortal's sheet.
When the mortal has more Beloved Points than their *Willpower score, they become Beloved.
Tie or Success for the human: Nothing happens.
Exceptional Success for the human: Remove one Beloved Point.
This roll may be made once per day per person. After spending two weeks outside a Leviathan's Wake,
Beloved Points are lost at a rate of two per week. A Storyteller need not actually make these rolls or
track points; they simply provide a guideline for the timescale and probabilities involved.
When a person has more Beloved Points than half their Willpower, (round up) they gain a minor
derangement. This derangement will disappear upon becoming a Beloved or losing the last Beloved
point.
A Leviathan may wish to deliberately create a Beloved. Maybe controlling the mayor is the last step to
completely conquering town, they might want that pretty boy or girl or just to expand their cult and
they're recruiting anyone who can perform a ritual without dropping the ceremonial knife. Once a
Leviathan has identified someone vulnerable, cultivating a Beloved is an extended Presence + Sheol vs
Resolve + Composure roll and costs one point of Ichor to focus the Wake. If the target's Willpower is
lower than the Leviathan's Presence + Sheol, subtract the Leviathan's Sheol from their dicepool.
Each roll is around three minutes of conversation. The Leviathan needs to accumulate successes equal
to the mortal's Willpower. Tto resist the victim needs to accumulate successes equal to the Leviathan's
Presence + Sheol.
Exceptional Success for the Leviathan: The Leviathan makes great progress towards creating a Beloved.
Should the Mortal become Beloved as a result of this extended action the rush of new worship restores
a point of Ichor.
Success for the Leviathan: The Leviathan makes progress towards creating a Beloved.
Both parties get the required successes on the same roll: The victim is not beloved, but they gain an
extreme derangement for Sheol weeks. The Leviathan may try again in 10 - Sheol days (minimum of
one).
Success for the victim: The victim makes progress towards escaping the Leviathan's clutches. Should
acclimate enough successes they will not become beloved but gain a severe derangement for Sheol
days. After 20 - Sheol days the Leviathan may try again.
Exceptional success for the victim: The victim makes great progress towards escaping. Should they win
this extended action they escape mostly unharmed with a minor derangement that lasts the rest of the
day, the Leviathan must wait 30 – Sheol days to try again. Should they tie on the action assume they
succeeded but without an Exceptional Success.
Catastrophic mental breakdowns over a short period of time don't usually go unnoticed. Most people a
Leviathan tries to recruit will almost certainly avoid her in the future however the derangement
acquired may prevent them from making the obvious deduction.
Psychotherapy Just as easily as a Leviathan can devour humans beneath rows of razor sharp teeth or crush them with
divine might a Leviathan can attack the minds of her foes. Inflicting terrible mental traumas or turning
people Beloved with nothing more than her very presence.
Whether a Leviathan simply uses mental attacks as his weapon of choice in combat or is on a campaign
of recruitment for his Cult human beings don't exist in a vacuum. Most people have friends and family
to look out for them and even isolated individuals can realise when they need help and seek it out. If a
character’s role in the story is nothing more than a combat dicepool it probably isn't necessary to track
their progress through therapy. Instead these rules can be used for key individuals or for when players
are playing mortals who are unlucky enough to cross paths with the Tribe.
Sidebar: In case it needed saying. The rules presented here are not in anyway supposed to be an accurate reflection on real life medical
practices and should not be used in place of actual professional help or applied to real life at all.
One possibility is to include an asylum or therapist as a major character in your story. Either as an
antagonist (perhaps funded by Marduk) or foil for the Cohort, a reminder of the damage the Tribe
leaves in their wake or just because important NPCs are found there. For further advice on including
hospitals and an expanded mental health system see WoD Asylum.
Systems for Psychotherapy Psychotherapy, whether based on talking to the patient, drugs or other techniques can use the same
system. Since therapy is as much about trust and empathy as it is about medicine treatment is an
Extended Manipulation + Medicine roll. Roll once per therapy session, uncooperative patients can
contest this roll with Composure + Subterfuge.
When enough successes are reached: 10 for a mild derangement, 20 for a major and 30 for an extreme
Derangement the Derangement can be sent into remission. Until the patient suffers a major trauma,
stops taking their medication or suffers an applicable supernatural effect they no longer suffer any
penalty for that derangement. Derangements inflicted by supernatural powers require half the successes
and are removed permanently unless stated otherwise.
The Beloved condition can be treated by therapists just like a Derangement. The target successes are 15
+ twice Zeal. A person who notices their mental breakdown on the way to becoming a beloved might
also seek therapy. The Storyteller should make a choice depending on what's more useful for the
potential Beloved. Either they make a Resolve + Composure roll at the end of a successful session like
normal, each success removes one Beloved Point. Alternatively forgo the final roll and instead apply
the total successes on both the therapist's and patient’s roll on any rolls needed to resist becoming a
Beloved to a maximum of +5. The bonus decreases by one per week.
Leviathans can also go for therapy, indeed successful therapy makes an excellent justification for
increasing Tranquillity. However the Tribe faces significant problems due to the Wake and their own
natures. The Leviathan's player should consider being uncooperative, perhaps focusing the Wake, even
when it's in their best interests not too. It's not easy talking about traumatic or guilty memories and the
Tribe has far less self control than most people (one possibility is to require a successful Tranquillity or
Resolve + Composure roll if the Leviathan wishes to cooperate). Even if the Leviathan cooperates the
Storyteller should make Beloved rolls for the therapist. If they gain even a single Beloved point all
therapy rolls are at -1 due to a distracting fascination and a decreased ability to remain objective. When
the therapist is half way to becoming Beloved increase this penalty to the Leviathan's Presence,
maximum of five. Actual Beloved always suffer -5 to giving therapy. One possibility to avoid this is
for Leviathans to trade therapy sessions from each others cultists (-1 penalty), but few trust another
Leviathan's cult with their darkest secrets.
An Atoll as a therapist would be an interesting possibility. Such a situation would allow a Leviathan
easy access to an Atoll for as long as he could afford the fees and convince the Atoll he has actual need
of therapy. Given the realities of life as a Leviathan the second one would not be difficult. The Atoll
gains no special bonuses for therapy aside from the Leviathan's usual inability to use Subterfuge
against Atolls, however the usual bonuses for access to an Atoll apply as do the usual risks.
Exceptional Size From tales of Kraken devouring ships to entire islands on the back of a turtle, the blood of Tiamat has
always been associated with great size. Whether a ten foot Leviathan in Apotheosis is fighting a five
foot human or a much grander spectacle is at play you can use the following rules for combat at vastly
different sizes.
The larger combatant gets the following advantages:
Automatic Successes on a successful attack or Strength roll. At two or more size classes above an
opponent this is worked out as a multiple of Strength, in melee combat, or a weapon's Damage in
ranged combat. Armour Piercing, Automatic Successes or other features of a weapon do not affect the
Automatic Successes granted by size.
Durability
A damage division. Divide damage taken after applying Durability and any other abilities that will
reduce damage. Round up.
Armour, Durability and the damage division granted by size stack with both mundane and supernatural
protection however they are halved when faced against any attack that deals Aggravated damage.
When calculating size: Treat hand weapons as the size of a typical wielder and vehicle mounted
weapons as the size of the vehicle. Weapons specifically designed for targets several size classes larger
than themselves (such as an anti-tank rocket) should be treated one size class larger. Weapons designed
for targets several size classes smaller than themselves (such as anti-infantry weapons on a tank) should
Size, Accuracy and Armour In the WoD rolling a failure on an attack roll does not mean that the attack missed, and when the target
is bigger than some buildings accuracy is rarely a concern. Most Failures rolled against an enormous
Leviathan are in fact bullets bouncing of it's thick hide, or harmlessly burying themselves within layers
of skin and fat thicker than a human is tall. To represent this, when wielded against a larger target any
weapon with Armour Piercing may add its AP score directly to the attack pool, up to a limit of +3 dice
for each difference in Size categories.
An Armour Piercing weapon may ignore points of armour or give bonus dice against larger creatures
but not both. If the Leviathan has Armour then Armour Piercing weapons have their usual effect, any
points in Armour Piercing above the Armour rating may be turned into bonus dice up to the usual
maximum.
Against Leviathans, any weapon that does electrical Damage can be considered to gain the maximum
bonus for Armour Piercing weapons, even if it does not have Armour Piercing under normal
circumstances. Note that electrical weapons will still be reduced by the Durability and Damage division
granted by size; at the reduced rate for weapons that cause Aggravated Damage.
LeviathanTempest:ChapterFour [PICTURE: Full page, three-quarters top-down view. An alleyway. A man in a black suit, wearing a
bronze face mask depicting an impassive man's face in a Sumerian style, recoils from a prone figure.
The prone body is a young man with AmerInd features. He is in a flannel shirt and ripped jeans, and is
lying in a pool of blood. His teeth are gritted as he glares defiantly at the masked man. The teeth are
triangular, and his left eye is a featureless black pool. The blood is rising up unnaturally at his side and
forming a distinct shape - a vulture's body with a peacock's tail feathers. Instead of a vulture's head,
three serpents emerge from the neck. The central serpent is hooded, like a cobra. The creature is formed
out of blood at its feet but solid elsewhere, and is clearly taking flight towards the masked man.]
Chapter 4 : Supernatural Powers “Can you fill his hide with harpoons, or his head with fishing spears? If you lay a hand on him, you
will remember the struggle, and never do it again! Any hope of subduing him is false; the mere sight of
him is overpowering.”
Job 41:7-9
Supplementing the mystical advantages – and afflictions - that separate the Tribe from humanity is the
exploration of the power available from their Progenitor's bloodline. While Sheol measures the degree
to which a Leviathan is coming to terms with his or her lineage, this method of exploration is not the
only one available to them. The Schools of the Tribe emphasize an approach towards definition of the
self, and part of that goal is the realization and reclamation of the Tribe's lost power.
Most Leviathans do not spend particularly much energy simply attempting to gain mystical power.
While such things can provide considerable control over the immediate circumstances of a Leviathan's
life, delving deeply into one's bloodline involves acknowledging the Tribe's inhumanity in a way that
can be frightening to an insecure Leviathan, and even the more balanced and stable members of the
Tribe often find that they feel more “stable” spending their time on other studies. At least a portion of
this anxiety stems from the fact that the Tribe's power expresses itself imperfectly in humanoid visages
– a member of the Tribe must become monstrous to make use of the lore encoded in his blood.
Vestiges The avenues of supernatural power open to the Tribe are referred to as Vestiges. A Vestige is
understood as just that, a fragmentary remnant of some facet of the power of the Progenitors which a
Leviathan can, with study, seek to emulate. Comprehension of a Vestige, as well as a Leviathan's
conception of how that power is achieved, shapes the Leviathan's monstrous forms – the closer he
moves towards the far limits of his transformative ability, the more of the power of the Vestige is made
manifest. Meditation and exploration of a Vestige also serves as a method of forming a personal image
of the Tribe's lost heritage – the Leviathan's School shapes the ways in which he comprehends the
Vestiges and the ways in which they become physically manifest as he attempts to achieve an
understanding of his bloodline that gives him a goal to aim for. In other words, the Tribe's study of
Vestiges is part of their attempt to construct an ideal form in which they will feel “complete.”
The Tribe has access to seven Vestiges, corresponding to the seven most major Strains. All of the
Tribe's abilities fall under the blanket of one of these seven categories, and can be further subdivided
into Channels. A Channel is a part of the whole – members of Abzu's Camp tend to refer to them as
imperfect emanations of perfect concepts – and serves as a manageable portion of an otherwise massive
concept. Leviathans explore a Vestige by comprehending its individual Channels. The most
straightforward of these are referred to as Ancestral Channels – they represent certain physical concepts
that must be grasped before the more esoteric Descendant Channels can be understood. Descendant
Channels involve the conjuration and direction of the forces at the Tribe's command and, as such,
require a greater degree of focus and the power of Ichor to invoke.
The Vestiges are a gift shared by all members of the Tribe. While a given Strain may favor certain
aspects of the bloodline, there are no aspects of the Tribe's power that cannot be gained by a Leviathan
that undergoes proper study. On a practical level this means that there are no Channels that are unique
to a given Strain or School, and even if a small group of Leviathans “discovered” a lost Channel, the
route they took to this discovery could not be the only one – through meditation and experimentation, it
would be possible for a Leviathan with infinite time (and patience) to grasp every Channel of every
Vestige. The roadmap to these traits is, after all, contained in the blood of each and every Leviathan,
and reproduced in imperfect fragments in the families that gave birth to them.
Birthrights Remarkably, the first tentative steps taken in the exploration of a Vestige tend to cover similar ground,
no matter the Channel being considered or the methods of the Leviathan in question. This “common
ground” represents a Vestige's Birthright – the most basic expression of that Vestige, a small blessing
that any Leviathan that has explored that Vestige has access to in any form. The trick offered by a
Birthright is usually limited, a predecessor to the Vestige's more formal powers, but most members of
the Tribe find that the ability to produce their Birthrights at any time more than makes up for the lack
of a spectacular effect.
Mechanically, a Birthright is a single power available to a Leviathan regardless of form, which has one
effect and an associated Ichor cost. The invocation of a Birthright involves either no transformation or
an imperceptible amount of change – it takes supernatural awareness to mark their use. A Leviathan
gains access to a Vestige's Birthright upon purchasing any of its Ancestral Channels.
Adaptations Comparatively, there are paths that a Leviathan can avoid taking in their exploration of a Channel,
certain modes of thought or varieties of adaptation that only become apparent to those that search for
them specifically. The Tribe refers to these elaborations of the Vestige as its Adaptations. They are of
somewhat greater social and mental importance to a Leviathan than the Channels themselves, as they
are improvements that are deliberately sought – by internalizing these traits, a Leviathan is making a
claim as to what he believes his (or even the) ideal form ought to be. While the marking of a
Progenitor's bloodline causes a Strain to favor certain Vestiges, it is the will of the Leviathan that
guides him to more readily undertake a group of Adaptations.
Mechanically, an Adaptation is like a Merit – a unique feature purchased separately from other traits.
Adaptations are tied to Vestiges or Channels, and provide to the linked powers either additional
benefits, new avenues of use, or reduced limitations. Adaptations always have a physical marker that
makes them readily apparent to observers – a true scholar of the Tribe might even be able to identify a
Leviathan's School and mastered Channels from observing his Adaptations.
Sidebar Page: Attribute-Boosting Channels A number of Channels provide the Leviathan with bonuses to a specific Attribute. These follow a
general template, depending on whether the Attribute is from the Power, Finesse, or Resistance group.
To save on space, the basic templates are below, with specific details listed under the individual
Channel.
Power Attribute Boosting Ancestral Channel
“Depth 0”: Birthright, as appropriate
“Depth 1”: 9-Again on rolls with (Attribute)
“Depth 2”: As above, and +1 to the Attribute
“Depth 3”: As above, but now 8-Again on rolls, and when the Leviathan spends Willpower on an
active (Attribute)-based roll, they gain +5 dice instead of +3.
“Depth 4”: As above, but now +2 to the Attribute
“Depth 5”: As above, and when acting unopposed or unresisted or by spending a point of Ichor, the
Leviathan may perform (Attribute) actions as rote actions.
“Depth 6”: As above, but now +3 to the Attribute; (unique power)
Finesse Attribute Boosting Ancestral Channel
“Depth 0”: Birthright, as appropriate
“Depth 1”: (Unique Power)
“Depth 2”: As above, and 9-Again on rolls with (Attribute).
“Depth 3”: As above, and +1 to the Attribute, and when the Leviathan spends Willpower on an active
(Attribute)-based roll, they gain +5 dice instead of +3.
“Depth 4”: As above, but now 8-Again; (Unique Power)
“Depth 5”: As above, but now +2 to the Attribute.
“Depth 6”: As above; (unique power)
Resistance Attribute Boosting Ancestral Channel
“Depth 0”: Birthright, as appropriate
“Depth 1”: When the Leviathan is using (Attribute) to resist a rolled action, his attacker does not
benefit from 10-Again. 9-Again or 8-Again will "degrade" one step.
“Depth 2”: As above, but now an attacker with no re-rolls negates one success for each "1" rolled. 9-
Again will "degrade" to no reroll, while 8-Again will "degrade" to 10-again.
“Depth 3”: As above, and +1 to (Attribute) and the Leviathan boosts his resistance by 4, not 2, when
spending Willpower to increase the Attribute.
“Depth 4”: 8-Again will "degrade" to no re-roll.
“Depth 5”: As above, but now +2 to (Attribute); (unique power)
“Depth 6”: As above, attackers benefit from no re-rolls under any circumstances; (unique power)
At Depths 2 and 4, the Leviathan also gains the 9-again and 8-again properties for uncontested rolls
incorporating the Attribute. At Depth 3, he gains +5 dice instead of +3 when expending Willpower to
improve a roll incorporating the Attribute.
Sidebar: Stacking Multiple Bonuses One thing Leviathans are really good at is enhancing their own abilities through Transformations. It is
quite plausible that a Leviathan will have multiple Channels enhancing a trait. When this happens
Channels stack in the following way:
When the Leviathan benefits to a change in the dice roll (such as 9again, 8again, Rote Actions, or
automatic Successes), choose one mechanic from each of the Channels.
The Leviathan may only benefit from a single passive increase to any one Attribute, Skill, Armour, or
natural weapon. A passive increase is one which occurs automatically with Transformation, such as any
of the Attribute boosting Ancestral Channels or Channels that add Sheol to a Skill. If more than one
passive Benefit applies use the greatest benefit and ignore all others. For the purposes of this rule a
"single benefit" consists of one Channel and any relevant Adaptations of that Channel.
Benefits to Attributes, Skills, Armour and natural weaponry that require an expenditure of Willpower
or Ichor to activate stack with passive benefits. However, only one such benefit may be active for a
particular Attribute, Skill, Armour, or weapon at any one time.
Channels that directly benefit a derived trait such as Speed, Health, or Defence always stack.
Size from a Channel stacks with the natural increase of Size from Transformation, but two Size boosts
from two separate Channels may never be stacked.
Channels that provide unique effects without modifying the dice roll or the Leviathans traits, such as
turning the Leviathan invisible or poisoning anyone struck by a natural weapon, are not covered by the
above rules. Generally they can be assumed to stack with anything.
Vestiges of Awareness There are countless adaptations that permit natural animals to discern amazing degrees of information
from their environment - organs that measure electrical impulses, sort and interpret scents, and
adaptations that "feel" the impression made by thrashing fish in the water. All of these various miracles
of biology - and supernatural improvements beyond the limits of flesh - are available to the Tribe. The
Progenitors, if myths are to be believed, had senses that could measure the quiver of thoughts in the
heads of their prey, or pierce the limits of space and time. While their descendants cannot make such
grandiose claims, the remaining fragments of these impossible gifts are still impressive.
Those members of the Tribe that explore the relics of their lost civilization see these gifts as
represented by a wheel of staring eyes or as an indigo mirror, lens, or jewel. The Progenitor most
famed for perception is Lahamu, the ancestor of the Lahamin, yet the Taninim, Nu and Bahamutan
Strains also have a strong grasp of these talents.
[PICTURE: The icon of Awareness: A wheel of staring eyes. Above it a single wavy line that
represents the top of the sea and above that is the sun. This image serves as a watermark]
Birthright of Awareness The Birthright of the Vestige of Awareness is the Gaze of the Depths. Upon its invocation, the
Leviathan's vision ceases to be impaired by water, and he reduces darkness-related vision penalties by
his Sheol. He may keep his eyes open underwater, regardless of water quality, without discomfort.
These effects last for the rest of the scene.
Cost: 1 Ichor
Sight Beyond Sight (Ancestral Channel) The Leviathan has a sense beyond sight that allows her to sense all within her domain, no matter where
they hide
“Depth 0”: Birthright of Awareness
“Depth 1”: The leviathan can sense the presence of any creature within his Wake. He only gains a
vague impression of direction. If the creature is using supernatural means to conceal itself, it invokes a
Clash of Wills. The Leviathan can also sense any sources of electricity, although the sense is still not
very precise.
“Depth 2”: The Leviathan's sense strengthens, allowing her to pinpoint the location of a creature or
source of electricity to within a metre of its location.
“Depth 3”: The Leviathan becomes able to sense more than electricity. He can now sense the presence
of mystical energies within a being, allowing him to tell apart Atoll from Ahab and Hybrid from
Leviathan. He can also roll (Intelligence + Occult) to determine how much Ichor (or other fuel stat if
you are playing a crossover) the target possesses. Note that this power only allows the Leviathan to
sense the presence of such power. He would not be able to differentiate between different kinds of
energy.
“Depth 4”: The Leviathan becomes able to exactly pinpoint a creature's location within his Wake and
cannot be surprised by ambush or similar.
“Depth 5”: The Leviathan can now sense mystical energy in the world as well as within other creature.
This allows him to locate places of power, such as Gatewaters, the site of a powerful ritual or even
other, more esoteric locales (such as Loci or Hallows). Note that this power only allows the Leviathan
to sense the presence of such power. He does not know its nature.
“Depth 6”: The Leviathan's detection range increases to double his Wake. The Leviathan also becomes
able to roll (Intelligence + Occult) to divine the nature of a sensed power. The Storyteller should grant
such information in descriptive terms (for example Glamour would feel mercurial and emotive while
Ichor would resound with timeless power).
Adaptations
Sense of Time (OOO, Ouroboros' Kin): The Leviathan can use this Channel in conjunction with
Ouroboros' Kin. This only means that when the Leviathan receives such visions, he also receives
information in his electrical sense as well.
Lambent Eyes of Judgement (Ancestral Channel) The Leviathan's gaze strips away deception and peers into the heart of matters – he seeks out the
blackness at the core of all issues, and reads the lines of guilt in the faces of others.
“Depth 0”: Birthright of Awareness
“Depth 1”: When the Leviathan uses the Empathy skill to read another character, she may see the form
of the target's soul. This manifests to her senses as an Aura around the target. For the rest of the scene,
she is aware of all the emotions the target is feeling and their degree.
“Depth 2”: As above, but the Leviathan is also aware of the target's nature (mortal, atoll, Ahab,
Leviathan, or even other supernaturals if she's encountered them before) and rough [Power Trait].
“Depth 3”: As above, but now the Leviathan adds her Sheol to uses of the Empathy skill.
“Depth 4”: As above, but now the Leviathan's understanding of the soul is so complete as to be
indistinguishable from mind-reading. She is aware of the surface thoughts of anyone whose soul she
currently perceives. The Leviathan may also use her Empathy skill (Wits + Empathy + Sheol vs.
Target's Composure + Power Trait) to probe the minds of other characters.
-1: The Leviathan searches for information more than a day and less than a year old.
-2: The Leviathan searches for buried or unconscious information.
“Depth 5”: As above, but once per round the Leviathan may use the Empathy skill reflexively.
“Depth 6”: As above, and Leviathan knows the Virtue, Vice, and [Morality Trait] of any character
whose soul she has seen.
Adaptations
Light of Truth (O) In Depth 1 and lower, the Leviathan's eyes (or body, or some new and horrific organ)
give off light – roughly equivalent to candlelight (about a yard of illumination). In this region, Wake-
vulnerable subjects lose 10-again on their Subterfuge rolls.
Lantern of Shame (OO, requires Light of Truth): At Depth 3 and below, the light's intensity increases
to that of a lantern, and its light removes the ability of Wake-vulnerable subjects to regain Willpower
from their Vice. Wake-vulnerable subjects in the light suffer a penalty to their Subterfuge checks equal
to the Tribe member's Sheol.
Pyre for Sinners (OOOOO, requires Lantern of Shame): At Depth 6, the light's intensity increases to
that of a bonfire (ten yards of illumination). In addition to the other effects, Wake-vulnerable beings in
the light cannot use Subterfuge against the Leviathan at all. This includes use of occult abilities that
involve Subterfuge, such as the Obfuscate ability “The Familiar Stranger” (Vampire pg 137).
Sidebar: Auras Leviathans have three separate Auras: The Human, the Divine and the Bestial. At high Tranquility the
three diffuse into each other but as Tranquility falls they become clearly separate and swirl around each
other like water in a storm with one nature showing signs of dominance over the other two. A
Leviathan's Aura is huge, covering the entirety of his Wake pressing down on the Aura of any Wake
Vulnerable individual they encompass. When two Leviathans meet their Auras press against each other
at the midpoint between them.
A Leviathan's human aura looks just like a regular human's Aura, the Bestial nature looks like a regular
animal's aura; like a humans but with starker colours and less emotional range. And the Divine Aura,
the Divine aura is odd. To a Leviathan it's pretty comprehensible, it just looks like the a window into
the Rift though the details are too small to make out. To anyone else the Divine Aura sometimes looks
like impossible alien colours, sometimes like blasphemous symbols in an unknowable alphabet; it
usually feels like great and terrible secret truths are just on the tip of your tongue.
A Beloved's Aura looks like someone has torn jagged chunks out of their regular aura. Glimpses of a
Leviathan's divine Aura can sometimes be seen in the gaps.
An Atoll has a normal human Aura. However, it draws any Leviathan's aura towards it and the serenity
of an Atoll's presence is visible in Leviathans', as though nearby Leviathans were several Tranquility
dots higher.
Hybrids Have entirely human Auras; when they lack human intelligence a Hybrid's Aura is simpler
than a human's but more complex than a beast's.
One Brain, Many Minds (Ancestral Channel) While modern creatures are sadly limited to forming but a single consciousness from the offerings of
their brain, Leviathans lack the restrictions that bind such lesser beings. As their ancestors once did,
they can support a chorus of coordinated psyches within their brains.
One Brain, Many Minds is a Finesse Attribute-boosting Channel. It benefits Wits and has the following
unique powers:
“Depth 0”: Birthright of Awareness
“Depth 1”: The character can take in every detail of his surroundings at once. He ignores (Sheol) points
of penalties from external distractions (including feints in combat and defense penalties from multiple
attackers) or obstructions (including poor visibility, covered-up tracks, and so on).
“Depth 4”: As above, and when performing a Wits-based information gathering check the Leviathan
may simultaneously investigate up to (Wits) characters or objects in sensory range. For example, the
Leviathan could roll Wits + Empathy once to determine if any of the characters around him have been
deceptive this scene.
“Depth 6”: As above, and when the Leviathan acts against an individual whom he has focused his wake
on, if that individual's (Willpower + Power Trait) does not exceed the Leviathan's (Wits + Sheol), the
Leviathan rolls twice and takes the better result.
Adaptations
Minds' Eye (O): At Depth 1 or lower, the Leviathan may use his Wits to determine Defense even if his
Dexterity is lower.
Swarm Intelligence (OOO): The amount of time it takes the character to perform an Extended Mental
Action is divided by the character's (Sheol + 1). For example, at Sheol 1, an action that would normally
take an hour per roll takes a half hour instead.
Empire-Forging Omniscience (Ancestral Channel)
The Progenitors embodied all that was and is and will be. Theirs was the lore of the stars and the tides:
the secrets of pattern, energy, and matter.
Empire-Forging Omniscience is a Power-Attribute boosting Channel. It affects Intelligence and has the
following unique powers:
"Depth 6": When the character focuses his wake on an individual whose (Willpower + Power Trait)
does not exceed the Leviathan's (Intelligence + Sheol), he may spend an instant action and 1 Willpower
to perfectly analyze the target. Storytellers are encouraged to share all relevant traits of an affected
target, including Attributes, creature type, Physical Skills, and prominent Merits at the very least.
Inanimate objects are considered to have a (Willpower + Power Trait) of 0. This ability does not grant
insights into a character's personality or backstory beyond those conferred by the character sheet.
Adaptations
Mind Over Matter (OOOO, requires Sheol 3+): At Depth 6, the character may spend a point of
Willpower to replace his Strength or Dexterity with his Intelligence for a scene.
Oroborus' Kin (Ancestral Channel) In the primordial ocean, time flowed as all waters did. Some of the great beasts of that ocean stretched
themselves along such flows and devoured their pasts and future in single gulps. This feat lies beyond
modern Leviathans, but they may still hunt the strange eddies of time.
“Depth 0”: Birthright of Awareness
“Depth 1”: the Leviathan may use his five normal senses to discern the past and future. He rolls Wits +
Occult to interpret "sensations" from a person, location or object that emanate from up to seven
minutes divorced from the present, in any direction. These "sensations" default to the most "important"
or impressive event in the time frame sensed, and provide only hints. A fisherman who will drown
might provide the taste of salt water, for instance. Events are considered "important" based off of some
notion of their "notability" and import to the subject.
“Depth 2”: As above, but now the maximum time is seven hours, in either direction.
“Depth 3”: As above, and the character may add his Sheol to all divination rolls.
“Depth 4”: As above, but now the maximum time is seven days, in either direction. This takes one hour
of concentration.
“Depth 5”: As above, but now the maximum time is seven months, in either direction. This takes three
hours.
“Depth 6”: As above, but now the maximum time is seven years, in either direction. This takes six
hours. In addition, the Leviathan may "see" temporal anomalies as well as unusual alterations in the
fabric of fate. This permits him to use normal senses to note the presence of mystically-warped fates or
regions in which supernatural means have been used to distort time.
Adaptations
Passage of Time (O): The Leviathan always knows the exact time, no matter of any other factors.
Divine Perspective (OOO, Sheol 2): At Depth 6 the Leviathan can recognize the nature of temporal
anomalies and alterations to fate, not just notice their existence.
Third Eye (OO or OOOO, Sheol 4 or 5): At Depth 6, the Leviathan may reflexively and constantly
receives sensory data from people and objects that extends up to seven minutes in either direction in
their personal timeline, as detailed under Third Eye. The four-dot version of this Merit gathers
information for up to seven hours.
Eye of the Watchful Deity (Descendant Channel) The Leviathan may ride the senses of its followers, making use of their eyes and ears to extend its reach
and review the world from safety.
“Depth 0”: Birthright of Awareness
“Depth 1”: The Leviathan can share the senses of a Beloved within (Sheol x 10) feet, seeing and
hearing what they do. The Leviathan is in a trance state (unaware, no Defense) while doing this, and
does not independently roll to notice things - he or she merely perceives what the subject does. The
Leviathan needs to know the vague direction towards a subject to tap in - they can't guess until they get
the correct answer, however. The subject is aware of this effect. It lasts until terminated, until the end
of the scene, or until the subject leaves the target area. The Leviathan must terminate the effect to move
and act freely. People who can see into Twilight may be able to see the Leviathan hovering near its
target; if the person's awareness is limited to certain kinds of Twilight entities, for Leviathans the
relevant trait is the ability to perceive astral projections.
“Depth 2”: As above, but within (Sheol x 10) yards.
“Depth 3”: As above, but within (Sheol x 100) yards. The Leviathan may now expend 1 additional
Ichor to target any Mortal or Lahmasu instead of just a Beloved. Targeting an unwilling subject
requires a Contested roll (Presence + Investigation + Sheol vs Resolve). In addition to the direction to
the subject, the Leviathan must also either know the target's name or be able to see them with the naked
(if supernaturally enhanced) eye.
“Depth 4”: As above, but within (Sheol/2) miles.
“Depth 5”: As above, but within (Sheol) miles.
“Depth 6”: As above, but within (Sheol x 10) miles. The Leviathan can expend 3 additional Ichor to
target unwilling subjects that are vulnerable to the Wake - this requires an Contested roll (Presence +
Investigation + Sheol vs Resolve + Power Trait). The normal restrictions for targeting non-Beloved
apply.
Adaptations
Gentle Touch (O) If the Leviathan's Subterfuge + Sheol is greater than the subject's Willpower + Power
Trait, they are not aware of being monitored. This does not prevent a subject from resisting if unwilling
- in this case the victim, should they be affected, is aware that they were subject to mental assault but is
not aware of whether they are still being "hijacked" or not.
Split Focus (OOO): In Depth 3 and below, when the Leviathan taps into the senses of a Beloved they
retain awareness of both their surroundings and their subject. The Leviathan may also opt not to use a
subject's senses for a while, regaining the ability to act normally, without breaking the connection.
All-Seeing (OOOO, requires Split Focus): At Depth 6, the Leviathan is able to act freely while
simultaneously using the senses of a Beloved.
Anointing the Prophet (OOOO): The Leviathan may posses the body of her Beloved to use as her
avatar. She uses the Beloved's physical Attributes, but her own Skills, Mental Attributes and Social
Attributes. She cannot make use of Channels (even purely psychic Channels) but she can lead rituals,
use any Mutations a Beloved possess and she projects her Wake and its associated effects through her
avatar. The Leviathan must remain immobile while this power is in effect.
Lidless Eye (OOOOO, requires All-Seeing, Anointing the Prophet, and Sheol 6): In Depth 6 the
Leviathan can obtain sensory information about anything within (Sheol x 100) miles of its position.
The Lidless Eye pierces all mundane concealment and obstruction, allowing its user to, for example,
see a person's internal organs or the inner workings of a safe. Only psychic wards or the Sigil of
Marduk can protect against the Leviathan's gaze. When searching for faraway targets, the Leviathan
merely needs to succeed on a Presence + Investigation + Sheol roll (opposed by any supernatural
concealment affecting its desired target) in order to locate its target, though it can focus on only one
subject at a time. In addition, so long as it remains in Apotheosis Form, the user gains (Sheol)
automatic successes on any perception rolls related to its immediate environment even when
unconscious, making beings with this Adaptation nigh-impossible to surprise. As always the Leviathan
is visible in twilight where it's attention is focused.
Visionary Dreams (OO, Requires Anointing the Prophet, Piercing the Veil of Slumber): The Leviathan
can make use of Anointing the Prophet while dreaming. The Leviathan faces the usual issues when
attempting to split his focus between the Prophet and his own abilities, such as the usual uses of
Piercing the Veil of Slumber.
Memories Before Time (Descendant Channel) Beyond the confines of the world as it is now exist wonders unimagined. Some Leviathans can do more,
however, than imagine them. For some, the memory of these things is present and terrible, and waiting
to be called to the fore.
Dice Pool: Wits + Occult + Sheol
“Depth 0”: Birthright of Awareness
“Depth 1”: The Leviathan may dip into the reserve of ancestral memory and conjure up knowledge of a
Skill it does not possess. It may use the Skill at a rating of 1 for a number of rolls equal to its successes.
“Depth 2”: The Leviathan now uses conjured skills at a rating of 2.
“Depth 3”: The Leviathan may now expend 1 additional Ichor to include a Specialty alongside a
conjured skill.
“Depth 4”: The Leviathan now uses conjured skills at a rating of 3.
“Depth 5”: The Leviathan now uses conjured skills at a rating of 4.
“Depth 6”: The Leviathan can expend 3 additional Ichor to conjure a Skill with an accompanying
Specialty at a rating of 5 or two skills, each with its own Specialty, at a rating of 3.
Adaptations
Lasting Impression (O): When using the Depth 1 iteration of this Channel, the Leviathan may "conjure"
a memory instead of a Skill, he can go as far back as when he first gained awareness in his mother's
womb without penalty. If he does so he will relive the memory from a first person perspective with
perfect clarity. The Leviathan will automatically benefit from any successful rolls, if he successfully
translated that ancient text or noticed the hidden button the first time he will remember doing so,
however the Leviathan may make additional rolls. If the Leviathan failed to translate the text before the
book was burned, he can relive the memory after having learned Sanskrit. Reliving a memory requires
the Leviathan to sleep for one tenth of the memory's duration, though they can be roused as they would
be from any other dream.
Ancestral Memories (OOO, Requires Sheol 3, Besieging the Tower of Will, Assimilation): In Depth 6
the Leviathan search deep within her own genetics, uncovering traces of memory from her ancestors
embedded in nucleotides. In effect they can fill one of the Memory Slots with a perfect recreation of
their ancestor's mind, as it was at the point of conception. Dredging up Ancestral memories takes a long
while, it requires five Successes per dot of the target's Sheol (at whatever point the mind is preserved),
roll Wits + Occult + Sheol at 6 hours per roll. A Leviathan can look back at most Sheol Generations,
though they can look through memories of an ancestor looking through an even older ancestor's
memory. So far no one's found a chain that goes back nearly far enough to find or disprove the
Progenitors.
Lost Tongue (O): When using the Depth 1 iteration of this Channel, the Leviathan may "conjure" a
Language instead of a Skill. If he does so, it lasts for a number of minutes equal to his successes and is
possessed at the same dot rating as a conjured Skill would have been at.
Lost Lore (OOO): In Depth 3 and below, the Leviathan may expend 1 Ichor to attempt to remember an
obscure fact as though he possessed the Merit Encyclopedic Knowledge.
Tutelary Cocoon (OOO): In Depth 3 and below, The Leviathan may chose to expend 1 Willpower to
form a cocoon, sealing itself away in a sleep-like trance which lasts 24 hours. During this time, the
Leviathan may conjure a Skill (or Merit, if available) and purchase or improve it with experience points,
as though it had received adequate training and instruction from adept tutors. Only one purchase may
be made with each trance period. The Leviathan may "borrow" experience up to twice its Resolve if
available points are insufficient, but gains a minor Derangement for doing so. A Leviathan in
experience debt continues to gain experience as normal but must pay off the balance before it can
purchase or improve Traits with experience. When the debt is paid off, the Derangement is also
removed.
Vestiges of Elements The Vestige of Elements is perhaps the most divorced from the animal kingdom. It belongs solely to
the Leviathans and their dread kin. After all, what manner of creature but a demigod could raise the sea
against the land, rouse the sky to fury and swallow the light of the sun? The Vestige of Elements flows
most strongly in the blood of the Nu by virtue of their descent from the so-called firstborn of Tiamat,
whose name they bear, but it also comes easily to the lineages of Dagon, Thalassa and Oceanus. It is
one of the most costly vestiges to use and also one which requires a great deal of care to use 'safely'. A
storm may be called but the Leviathan has precious little control over what it devastates.
[Picture: A sea serpent lies curled up at the centre of a whirlpool of black water in which can be seen
vague silhouettes of wrecked ships. The image is seen from above. This serves as a watermark.]
Birthright of Elements The Birthright of the Vestige of Elements is the Veil of Seas. The Leviathan may compel moisture in
the air to condense into a cloud of fog, which inflicts a -3 sight penalty on all relevant rolls made on
objects obscured by it. The fog expands considerably – the cloud's radius is roughly equal to the
Leviathan's Size * Sheol in yards. The cloud lasts until the end of the scene or until mystically
dispersed.
Cost: 1 Ichor
Uncrowned Fisher King (Ancestral Channel) The Leviathan at sea is a creature within it's element. It's every movement is in perfect harmony with
the depths.
“Depth 0”: Birthright of Elements
“Depth 1”: The Leviathan gains 9again for all swimming rolls.
“Depth 2”: As above but the Leviathan now gains 9again for any Survival rolls while in a natural body
of water at least the size of a lake or river.
“Depth 3”: As above but the Leviathan adds his Sheol to swimming and applicable Survival rolls.
“Depth 4”: As above, but the Leviathan gains the ability to produce a form of “whale song”. They can
communicate for Strength + Sheol x 10 miles but the sound will not break the surface of the water.
Anyone who hears the Leviathan's call is instantly aware that it came from an unnatural creature. A
Leviathans whale song actually contains their usual language, they gain no automatic ability to
communicate with Leviathans who don't share a language and with effort it can be electronically
decoded.
“Depth 5”: As above, but 9again becomes 8again.
“Depth 6”: The Leviathan can cross oceans and circumvent the globe. Her maximum speed becomes 75
miles per hour per Sheol and her acceleration is equal to her Speed. Note: To covert from Speed to
miles per hour divide by 1.46, to convert from miles per hour to Speed multiply by 1.46
Adaptations
Claiming the Heron Throne (OOOO): At Depth 4 and below the Leviathan gets 9again on all physical
skills while in a body of natural water at least the size of a lake or river . So perfect is her symbiosis
with Primordial Waters.
Rain-Dance of the Tempest (Ancestral Channel) Calling down the truth of his hyperdimensional nature, the Leviathan awakens to a tune only he can
hear, stuttering between spaces and sidestepping the raindrops of time. As he falls deeper, his
movements embody principles of fractal infinity: tentacles spiraling like galaxies, Wake like a black
hole.
“Depth 0”: Birthright of Elements
“Depth 1”: You reflexively create spatial distortions in an area around you with a radius of (Sheol)
yards. These distortions impose a -1 penalty to all physical actions in the affected region, though you
are immune.
“Depth 2”: As above, and your allies also become immune to the distortion. The radius of the distortion
is increased to that of your Wake.
“Depth 3”: As above, and the penalty increases to -2.
“Depth 4”: As above, and, as an instant action, you may roll (Intelligence + Composure). If you
succeed, you may move at your Speed without passing through intervening space.
“Depth 5”: As above, but the check to move outside of space is now reflexive once per turn. Any attack
made the turn of such rapid extraspatial movement suffers a penalty equal to (5 - successes rolled) due
to disorientation.
“Depth 6”: As above, and you gain a bonus to your Defense equal to your Composure. This additional
Defense is not multiplied when dodging, but is applied against any attack with a physical component,
including firearms attacks.
Adaptations
Unerring Navigator (O): The Leviathan always knows his precise position in space.
Creation of Momentum (OO): At Depth 3 and below, the Leviathan no longer suffers Defense
reduction from successive attacks.
Obscene Geometries (OOO): At Depth 3 and below, the dice bonus provided by aiming at the
Leviathan instead becomes a penalty. At Depth 5 and below, no character within the radius of a spatial
distortion benefits from Cover against the Leviathan or its allies.
As One (OOOOOO, Requires Sheol 6): At Depth 6, the Leviathan can be considered "submerged" as
long as his Wake overlaps a suitably large body of water above ground (submerged reservoirs and
wells are unsuitable)
The Sky Cauldron (Descendant Channel)
Stirring the sky, the Leviathan may command the storm itself, calling up rain, winds, and hail. At the
farthest reaches of this power, the Leviathan may call down or end boat-sundering storms with ease.
Dice Pool: Intelligence + Occult + Sheol
Action Type: Extended (Each roll represents ten minutes of commanding the skies)
The Leviathan may summon inclement weather, activating this power repeatedly to increase the
intensity or duration. The Depth that the Leviathan is at determines the maximum intensity of weather
available to him. The weather lasts for a number of minutes equal to the Leviathan's successes and
covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create weather
less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of
Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest
weather available or used every available roll. If existing weather is present, the Leviathan may reduce
the necessary successes by the degree of difference between current conditions and the intended goal
(i.e. if heavy rain exists, the Leviathan needs only 5 additional successes to ratchet it up to a hailstorm.
The Sky Cauldron can be used in reverse, negating rather than creating a storm. When doing so the
Leviathan must be with Sheol * 100 yards of the center of the storm.
“Depth 0”: Birthright of Elements
“Depth 1”: The Leviathan may summon or negate gentle rain or a slight breeze. (1 success necessary)
“Depth 2”: As above, but the Leviathan may summon or negate light rain or a strong breeze - enough to
ruin a picnic. (3+ successes)
“Depth 3”: As above, but the Leviathan may summon or negate heavy rain and wind - cancelling most
outdoor events. (5+ successes) The Leviathan may expend 1 additional Ichor to make a check in half an
hour.
“Depth 4”: As above, but the Leviathan may summon or negate a large thunder or hailstorm - those
exposed take a level of bashing damage for each minute of exposure (10+ successes) .
“Depth 5”: As above, but the Leviathan may summon or negate a catastrophic storm or monsoon -
power is lost, property damaged. Those exposed take a level of bashing damage for each turn of
exposure. (15+ successes)
“Depth 6”: As above, but the Leviathan may summon or negate a storm that grounds planes and
capsizes small ships. Those exposed take a level of lethal daage for each turn of exposure (20+
successes). The Leviathan may expend 3 additional Ichor to make a check in fifteen minutes.
Adaptations
All-Weather Flesh (O) In Depth 1 and below, the Leviathan has Armor (Sheol) against damage
inflicted by inclement weather, conjured or otherwise. This is sufficient to prevent the damage dealt by
exposure to most weather.
Precise Winds (OO) In Depth 3 or below, the Leviathan can roll (Resolve + Sheol) as an extended
action to direct the conjured winds in a particular direction (for example to fill a ship's sails). Note that
this has no effect on the other effects of the storm (the rain will still soak you and clouds will still blot
out the sun) and directing a gale wind into you ship's sails will likely not be very friendly to the mast.
Broad Storm (OOO): In Depth 3 and below, the radius of the Leviathan's conjured weather is 250 yards
per point of Sheol.
Biblical Deluge (OOOOO): In Depth 6, the Leviathan's conjured weather lasts for 10 minutes for each
success.
Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the
rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him
to use the power as though he were physically in their location. The Leviathan must be aware of the
rough position of the Cultist and be facing that direction.
Long Grasp (OO) In Depth 3 and below, the Leviathan can negate weather while within (250 x Sheol)
yards of its centre.
Easy Suppression (OOO): When negating storms the Leviathan's Depth 6 iteration of this Channel is a
reflexive action.
Being of Primordial Waters (Descendant Channel)
The Progenitors were not mere sea life, they were the Primordial Waters and the Primordial Waters
were the Progenitors.
Intelligence + Occult + Sheol
Action Type: Extended. Each roll represents ten minutes of commanding the seas.
The Leviathan may command the seas. Creating waves without wind or controlling the tides. The
Depth that the Leviathan is at determines the maximum intensity of effects available to him. The
effects lasts for a number of minutes equal to the Leviathan's successes and covers a region with a
radius of 100 yards per point of Sheol. The Leviathan may opt to create weather less disastrous than he
has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan
does neither they must keep rolling until they've created the strongest weather available or used every
available roll. In favourable conditions, the Leviathan may reduce the necessary successes by the
degree of difference between current conditions and the intended goal.
Sometimes, if conditions are rough the Leviathan must first quiet them before recreating those
conditions anew. This may happen if the Leviathan wishes to reverse the direction of the waves.
“Depth 0”: Birthright of Elements
“Depth 1”: The Leviathan may summon or negate gentle rolling waves. When doing so she may
control the direction. (1 success necessary)
“Depth 2”: As above but the Leviathan may summon or negate strong waves – enough to make
swimming risky for anyone except trained divers. (2 successes necessary)
“Depth 3”: As above but the Leviathan may summon or negate heavy waves – enough to beach smaller
boats. For every size point below 15 there is a -1 penalty to Handling and a 5% decrease in speed, if
traveling with the waves the captain may wish to decrease the speed penalty at a cost of -1 to Handling
per 5%. On a Dramatic Failure the boat capsizes, is smashed into rocks or suffers some other
unfortunate fate. Though this power is assumed to affect the surface this need not be the case,
nevertheless going above or blow the affected area is a sensible solution. At this level a Leviathan may
also control tidal forces raising or lowering the sea between the high and low watermark. (4 successes
to create heavy waves or move from one tidal extreme to the other). The Leviathan may expend 1
additional Ichor to make a check in ten minuets.
“Depth 4”: As above but the leviathan may summon an outright sea-storm. The safe size for boats
becomes size 25. (6 Successes necessary)
“Depth 5”: As above but the leviathan may summon an entirely catastrophic sea-storm, maelstrom or
similar effect. The safe size for boats becomes size 35. (10 Successes necessary)
“Depth 6”: As above but the leviathan may summon a sea-storm that goes beyond words. The safe size
for boats becomes size 45. (14 Successes necessary). The Leviathan may expend 1 additional Ichor to
make a check in five minuets.
Adaptations
Tranquil Sea (O or OO): In Depth 1 or below the Leviathan is unaffected by the movement penalties of
their own sea-storms. In Depth 2 or below and with 2 dots in this Adaptation the Leviathan us
unaffected by any sea-storm (or other mass of water) natural or otherwise. The exception to this
Adaptation is that it will not protect against The Tempest.
Deep Storm (OOO): In Depth 3 and below, the radius of the Leviathan's conjured weather is 250 yards
per point of Sheol.
Reach of the Depths (OOO): In Depth 3 and below the Leviathan can move water with only the power
of their mind and a point of Ichor. This takes an Instant Action. The maximum size of lifted water is
equal to Resolve + Sheol. Attacking with controlled water is an Resolve + Sheol roll with successes
capped at the available size. Should the size of water used exceed the target's Size + Strength the attack
gains the knockdown property. If the water exceeds the target's size the Leviathan may instead choose
to grapple an opponent inside a cage of water. Roll Resolve + Sheol – Defense, on a single success the
water connects: Roll Resolve + Sheol vs Strength + Athletics to grapple.
States of Matter (OO, requires Reach of the Depths): The Leviathan may spend one point of Ichor and
Roll Intelligence + Sheol to change the temperature of water. One success can move one size point of
water from frozen to room temperature, room temperature to boiling or do the reverse. Neither boiling
or frozen water can be controlled but either can be used on a grappled target: boiling the water
sacrifices the grapple for a single overpower attack which does lethal damage. Freezing the water
makes the grapple last until the new cage of ice is destroyed: it has zero Durability and Structure equal
to the successes on the initial grapple roll. The trapped victim may roll Strength + Brawl to escape.
Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the
rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him
to use the power as though he were physically in their location. The Leviathan must be aware of the
rough position of the Cultist and be facing that direction.
Sidebar: unnatural disasters
Rumors persist of an Adaptation that allows Leviathans to cause tidal waves and devastate cities, but
despite claims being made for Leviathan involvement in just about every destructive wave in recent
history there is little evidence to suggest that it actually exists or has ever been used. If the Adaptation
did exist it would be a seven (or more!) dot Merit which requires Sheol 7 and 50 successes on an
Extended Intelligence + Sheol roll. A Storyteller should give the matter careful consideration before
allowing a player to acquire this Adaptation; if they allow it, they should keep in mind its extraordinary
cost and let the player (or NPC) get their money's worth. Used against a major population center they
can expect a death toll in the hundred thousands at the very least, and outright ruining coastal cities is
not implausible.
Of course, destroying cities isn't something that can be done without consequences. Government or
scientific investigation, furious cousins or a dedicated Marduk task force are all likely outcomes. Any
of the above may discover or choose to go public with proof of the Wicked Tribe and bring Humanity
into the fight. While you shouldn't be punishing they players with a completely overwhelming response
(if you were thinking along those lines it's probably best not to allow the Adaptation), it's acceptable to
hit them with some of the worst the World of Darkness can throw at them. At Sheol 7 they can
hopefully take it.
Unchained Heart of the World (Descendent Channel) A Leviathan can be a being that supports life. Its immense form breaks the unending waters, supporting
temples and cities upon its back; but should its monstrous form move in anger the streets quake and
spires fall.
Dice Pool: Intelligence + Occult + Sheol
Action Type: Extended (Each roll represents 5 minutes of calling an Earthquake)
The Leviathan may summon earthquakes, activating this power repeatedly to increase the intensity or
duration. The Leviathan's Depth sets the upper limit of the Earthquake's intensity. The tremors last for a
number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards
per point of Sheol. The Leviathan may opt to create an earthquake less disastrous than it otherwise
could but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does
neither they must continue rolling until they've reached the limit of their ability or have used every
available roll. If this power is activated in the midst of an existing quake, the Leviathan may reduce the
necessary successes by the degree of difference between current conditions and the intended goal.
“Depth 0”: Birthright of Elements
“Depth 1”: A slight tremor, small enough that people will often question whether or not they even felt
something. Equivalent to 2 on the Richter Scale. (1 success necessary)
“Depth 2”: A tremor strong enough cause objects placed in very unstable positions to fall and to startle
most normal people. Equivalent to 3 on the Richter Scale. (3+ successes)
“Depth 3”: An actual earthquake with enough force to knock over objects and potentially frighten
people. Equivalent to 4 on the Richter Scale. Also, you can spend 1 additional Ichor to make a check in
a minuet. (5+ successes)
“Depth 4”: An earthquake strong enough to inflict some minor property damage on buildings and
potentially destroy poorly made structures. Equivalent to 5 on the Richter Scale. When this earthquake
begins, everyone standing up within the range of the quake must to roll Stamina+Athletics+2 to keep
from falling prone. Further, the constant shaking makes keeping your balance and focus difficult,
levying a -1 penalty on all actions, excluding the roll to remain standing. (10+ successes)
“Depth 5”: An earthquake strong enough to inflict moderate damage on buildings and can potentially
destroy structures of average strength that are not designed to withstand earthquakes. Equivalent to 6
on the Richter Scale. All standing individuals must roll Stamina+Athletics to keep from falling prone
during the first turn of the earthquake and every turn thereafter where they attempt an action more
complicated than just moving at their speed rating. Further, the constant shaking makes keeping your
balance and focus very difficult, levying a -2 penalty on all actions, excluding rolls to remain standing.
(15+ successes)
“Depth 6”: An extraordinarily powerful earthquake strong enough to destroy even well-made structures
not designed to withstand earthquakes and to potentially damage even earthquake-resistant structures.
Equivalent to 7 on the Richter Scale. All standing individuals must roll Stamina+Athletics at a -3
penalty every turn to remain standing during the quake. Furthermore, the extreme shaking makes
maintaining balance and focus extremely difficult, levying a -3 penalty on all actions excluding rolls to
remain standing. At this level the Leviathan can pay an additional 3 Ichor to make a check in a single
turn. (20+ successes)
Adaptations
Flow of the Earth (O): In Depth 2 or below the Leviathan adds Sheol to avoid falling prone during an
earthquake and reduces the penalty by Sheol.
Extensive Quake (OOO): In Depth 3 or Below the Leviathan's Earthquakes spread for 250 yards per
point of Sheol.
Blood of the World (OOOO): While well placed earthquake can cause a volcano to erupt it is only with
this Adaptation that a Leviathan can control the result with precision. Simply choosing a direction for
the lava flow requires a single success on an Intelligence + Science roll while more complicated results
need an extended roll: +1 success for any target that must be avoided or engulfed. +2 successes for
every time the channel splits in two. This functions by the Leviathan forming natural channels and
barriers of earth and as such it is limited by the laws of physics.
Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the
rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him
to use the power as though he were physically in their location. The Leviathan must be aware of the
rough position of the Cultist and be facing that direction. (Spine of the World cannot be used through a
proxy)
Biblical Quake (OOOOO): The Leviathan's Earthquakes last for ten minuets per success.
Spine of the World (OOOOO O, Requires A Mountain Walked): In Depth 6 and at its full size the
Leviathan slumbers within the ocean, as it sleeps a shell of rock and earth forms around it (any time the
Leviathan is considered to be Dreaming, it may activate Spine of the World). With A Mountain Walked
3 the island has a radius of 5 Miles and an additional 5 miles per extra dot in A Mountain Walked.
These islands are nothing more than bare rock but the passage of time will shape and populate them as
with any other landmass. While supporting an Island the Leviathan is considered to be dreaming and its
Wake is handled differently: anyone upon the Island is considered to be within the Leviathan's Wake
and the Fringes extend from the Wake's usual distance out to sea. Recognizing a Leviathan from a
natural island is easy enough, even without the wake: They float on the sea rather than rise from the
bed, though they remain stationary. Should the Leviathan cease to slumber, what remains of the island
will sink.
Swallowing the Sun (Descendent Channel) With a flex of their mighty jaws the Progenitors could swallow the moon whole. The vastness of their
bodies could block out the sun.
Dice Pool: Intelligence + Occult + Sheol.
Action Type: Instant.
The Leviathan may create a shell of darkness which covers his Wake. Light sources within this area
function normally but light from outside is muted. Conjured Darkness lasts for Successes + Sheol turns.
Depth 0: Birthright of Elements.
Depth 1: The Leviathan can spend a point of Ichor to try and cast darkness around them. If successful
light from outside the Wake becomes slightly darker, to about the extent of a cloud passing in front of
the sun on a sunny day. If the predominant light source is outside the Leviathan's wake and the area
was already dark enough to levy a penalty, that penalty increases by -1. If a penalty to actions from
darkness ever reaches -5 or greater, the area is considered pitch-black.
Depth 2: As above but light becomes perceptibly darker, about as much as the difference between a
sunny and an overcast day. The penalty increases by -2.
Depth 3: As above but the Leviathan may make the area much darker, about as much as the difference
between a sunny day and a night with particularly bright moonlight. The penalty increases by -3. Even
if the area had no penalty due to darkness at this Depth the Leviathan causes a -1 penalty. Additionally
should a shell of darkness be active the Leviathan may spend two points of Ichor to snuff out a
mundane light source within his Wake. Roll Intelligence + Occult + Sheol. This lasts until the
Leviathan's conjured darkness ends.
Depth 4: As above but the Leviathan may make a sunny day as dark as a moonlit night. If the area was
already dark enough to levy a penalty, the area is now pitch black. If it was not, all sight based actions
now receive a -2 penalty due to darkness.
Depth 5: As above but the Leviathan may now plunge a bright day into the darkness of night. If the
area was already dark enough to levy a penalty, the area is now pitch black. If it was not, all sight based
actions now receive a -3 penalty due to darkness.
Depth 6: As above but now all light flees at your command. The area is now pitch black no matter how
bright it was before. By spending four points of Ichor the Leviathan can snuff out many mundane light
sources at once. Roll Intelligence + Occult + Sheol and extinguish one mundane light source per
Success.
Adaptations
Lasting Darkness (O): In Depth 2 or below the Leviathan's conjured darkness lasts for (Successes*2) +
Sheol.
Nightfall (OO): In Depth 3 or below considered darkness covers an area twice the size of the Wake.
Swallowing Prometheus' Fire (OO): In Depth 3 or below the Leviathan may snuff out supernatural light,
however this roll is contested by the light's creator using the same Dicepool as creating the light.
Well of Misery (OOOOO, Requires Sheol 3): In Depth 4 and below the Leviathan's darkness takes on a
tangible chill that saps strength and joy. Whenever Swallowing the Sun is active and the area would be
pitch black – mere mundane light is no defense – all actions taken by Wake vulnerable characters
except the Leviathan's own Beloved suffer a penalty. Mental actions take (4 - Resolve), Physical
actions take (4 - Stamina) and Social actions take (4 – Composure). Because the Well of Misery is
formed of cold and lethargy it fades away at the touch of the heart's fire: Any action taken under strong
emotions. The Storyteller must use judgement but this always includes combat and any time Willpower
is spent, including uses other than extra dice. There is a second remedy, true sunlight or even a close
UV approximation – such as a sunlamp – provides relief, this is temporary lasting for five turns after
the sunlight fades.
Vestiges of Fecundity All life at heart harks back to reproduction. From the simplest asexual division of single celled life to
pollination, spawning and sexual reproduction Fecundity is inseparably intertwined with life. The
Progenitors were reputed to be beings of boundless fertility who could birth armies and grant others a
hint of the divine power within themselves, exalting and polluting in a single act. Small traces of these
abilities still linger within the Tribe, but small traces of the progenitors power are potent indeed.
The earliest relics of the Tribe depicts the Vestige of Fecundity as a heavily pregnant figure, either
human or fish. Later relics frequently link Fecundity to agriculture with portrayals of wheat, grapes and
other crops. The histories and myths of the Tribe claim that Dagon was the most fertile of the
Progenitors and his children, the Dagonites, have a greater grasp of this Vestige than any other Strain.
The Bahamutans, the Lahamin and the Thalassans all show a natural inclination to master the powers
of Fecundity.
[PICTURE: The Icon of Fecundity: A figure is supplicant in prayer is positioned center in a row of four
stylized stalks of wheat. Apart from an obvious pregnancy the figure has no features. This image serves
as a watermark.]
Birthright of Fecundity The Birthright of the Vestige of Fecundity is the Crimson Tithe. By letting his blood mingle with that
of another, the Leviathan may open a mystical channel that permits him to infuse a valid subject with
his Ichor. This requires an open wound sufficient to draw blood (or one level of bashing damage to
represent the creation of one) for both the Leviathan and the intended beneficiary, who must remain
touching – generally, the transfer looks like a “blood brothers” declaration, with two freshly-cut limbs
held together. The Leviathan may transfer Ichor to the target at his maximum rate of expense, until he
decides to stop, breaks contact, or the subject is holding the maximum amount of Ichor that he can.
This has no effect on creatures who do not possess an Ichor pool.
Cost: Varies
Lord of the Sea (Ancestral Channel) From the sea was life incubated, and to the sea all owe their allegiance.
"Depth 0": Birthright of Fecundity
"Depth 1": The Leviathan may use his Animal Ken skill to interact with creatures. He speaks with and
understands creatures, using the Animal Ken skill in place of normal Social skills. Creatures of Size 2
or lower may be given commands, but will oppose the Leviathan's roll with their Composure + Power
Trait (if any). They will follow to the best of their ability, but will not perform directly suicidal actions.
"Depth 2": As above, and any non-sentient creature whose Size does not exceed the Leviathan's current
Size may be given commands, subject to the same limitations of the Depth 1 iteration of this Channel.
"Depth 3": As above, and the Leviathan adds his Sheol to uses of the Animal Ken skill.
"Depth 4": As above, and the Leviathan automatically detects all non-sentient life within the radius of
his wake, ignoring concealment.
"Depth 5": As above, and once per round the Leviathan may reflexively command any one animal
within the radius of his wake.
"Depth 6": As above but once per day when within a large body of water – cap successes at cubic miles
– The Leviathan can emit a summoning call. For every success on a Presence + Animal Ken roll the
leviathan summons one deadly marine creature to the battle (see Antagonists for some possibilities) and
enough smaller creatures to provide -1 to everyone's visibility as well as ranged attacks. As a reflexive
action the Leviathan may command the swarm to create a clear line between two people that lasts the
rest of the turn.
Adaptations
King Under the Trench (OOO): While he is Dreaming the Leviathan may use Lord of the Sea on any
creature within his Wake.
Magnanimous Host to All (Ancestral Channel) Teeming with symbiotic creatures that can not properly survive in the lessened world, the Leviathan's
body sustains these creatures in exchange for the benefits they provide.
When the Leviathan gains this Channel, he designates a Symbiont skill.
“Depth 0”: Birthright of Fecundity
“Depth 1”: The Leviathan's symbiont skill gains the 9-again property.
“Depth 2”: As above, but now the symbiont skill gains the 8-again property.
“Depth 3”: As above, and +1 dice to the symbiont skill.
“Depth 4”: As above, and instead +2 dice to the symbiont skill.
“Depth 5”: As above, and the Leviathan reflexively chooses a second skill to gain the above benefits.
The Leviathan may choose a different skill each time he reaches this Depth, and ignores Untrained
penalties.
“Depth 6”: As above, and when acting unopposed or unresisted the Leviathan may expend 1 Willpower
to perform a check with a symbiont skill as a rote action.
The Leviathan chooses only the best re-roll mechanic (9-again, 8-again, rote action, automatic
successes) for any given roll. Additional dice provided by this Channel do not stack with dice bonuses
from skill-based Ancestral Channels. Otherwise, all bonuses apply.
Adaptations
Multitudinous Horde (OO to OOOOO): The Leviathan may designate multiple Symbiont skills (up to
his dots in this Adaptation) and choose which one to apply this Channel's benefits to. He may
reflexively switch between skills for 1 Ichor.
One in Many (OOOO, Requires One Brain Many Minds, No Mysteries of the Flesh, Sheol 4): When
transforming into Depth 6, or with a Transformation action in Depth 6, the Leviathan may choose to
become a swarm of creatures. See
http://wiki.rpg.net/index.php/LeviathanTempest:ChapterFive#Sidebar:_Swarms for rules on swarms. A
Leviathan who favors this Adaptation over their regular Apotheosis may start to display markers of the
swarm and colony organisms even in lesser Depths. This Adaptation always turns the Leviathan into a
swarm with Size equal to their Apotheosis form (the A Mountain Walked Adaptation if currently active
is included), when they revert any lost Size is translated into Lethal damage at the usual rate. Dead
creatures fail to reintegrate leaving gaping pits of flesh.
Incubation of the Second Self (Descendant Channel) Leviathans capable of incubating the second self can reproduce without any outside aid, essentially
cloning itself. This does not have to be brought to full term, or even sent along the exact same path,
allowing the Leviathan to bring forth new creatures from its flesh.
Dice Pool: Resolve + Medicine + Sheol
Action Type: Extended (Each roll represents an hour of concentration and physical strain.)
The Leviathan is capable of parthenogenesis, creating an egg hosted within its body which will hatch
over time, producing a near-copy of the Leviathan him or herself. The only certain difference is the
inability of this Channel to reliably produce another Leviathan or a normal human - the result is almost
always a Hybrid unless special ritual measures are taken. Even these can only slightly increase the
chances of the egg producing a normal human or full Leviathan. It takes 3 successes to produce the egg,
which gestates for (10 - Sheol) months.
For every roll made the Leviathan binds one point of the Ichor "bound" into the egg. Until it is hatched
the Leviathan cannot regain this "bound" Ichor. While hosting an egg which contains more bound Ichor
than his or her Stamina, the Leviathan suffers a -2 penalty to all dice pools due to physical strain. Upon
hatching, the egg deals (Bound Ichor - host's Stamina) lethal damage to its parent.
A Leviathan may host up to its Sheol in eggs at one time.
“Depth 0”: Birthright of Fecundity
“Depth 1”: The Leviathan may spend 1 Ichor to make an egg-creation roll.
“Depth 2”: As above, but the Leviathan may devote rolled successes to reduce the gestation time of the
egg by one month per successes, to a minimum of one week at "0" months.
“Depth 3”: The Leviathan may expend 1 additional Ichor to divide successes on a given roll, creating
or improving multiple eggs. Each egg will impose its own strain penalty, and the penalties are
cumulative. When doing so the Leviathan must bind one point of Ichor per egg per roll. Binding Ichor
does not count as spending Ichor for the per-turn limit on spending Ichor.
“Depth 4”: As above, but the Leviathan may devote successes to "sculpt" the resulting creatures,
altering their features slightly. Entirely human changes with no mechanical effect (difference in
appearance, gender, race) require three successes. Increasing attributes (maximum of 5) require one
Success per dot and each dot must be brought separately, reducing Attributes require one success per
dot removed. Hybrid mutations (see the Antagonists chapter) can be added or removed for (dot rating
+2) successes, the Leviathan must stick to the limits of the Hybrid template and the associated
Lahmasu Strain. The Leviathan can remove the Lahmasu template to create an ordinary Hybrid for five
successes but cannot add a different Lahmasu strain or an offspring with no mutations.
“Depth 5”: As above, but the Leviathan may "template" his personality onto the egg. This requires a
number of successes equal to his Tranquility; the resulting creature has the Leviathan's Tranquility (or
equivalent in Morality), Virtue, and Vice upon birth. It also prioritizes its Skills (primary, secondary,
etc.) in the same fashion. This costs the Leviathan a dot of Willpower, and may be a Tranquility
violation.
“Depth 6”: The Leviathan may expend 3 additional Ichor to make rolls solely for the purpose of
embedding his spiritual essence into an egg. The egg must first have the Leviathan's personality
template. This requires (five + Leviathan's Sheol) successes, and additionally costs a dot of Sheol. At
the death of it's "parent," roll the fledgling's Resolve in an opposed check against the deceased
Leviathan's Sheol. If the parent succeeds, the imprinted essence hijacks the body, replacing its Vestiges,
Sheol, Mental and Social Attributes and Skills with its own and calling the dead Leviathan's soul into
it's new home. The losing essence is annihilated (in the case of a tie, everyone loses.) Hijacking a body
in this fashion is a Tranqulity-1 transgression, but serial immortality's not a bad gig.
Sidebar: One Bad Mother The creatures spawned by Incubation of the Second Self use the Hybrid template by default - usually of
the Lahmasu sub-breed most typical to the Leviathan's Strain. On a game-mechanical level, this is the
only outcome that occurs without the use of outside effort, such as a ritual, to attempt to beat the
system. Even these should be a matter discussed between players and storytellers. Thematically
speaking, the Tribe has yet to discover a reliable way to reproduce "safely," both in the sense of
"increasing the number of Leviathans" or "having a child that isn't monstrous." It's not fair, but it's part
of what happens to monsters.
Genetically speaking, they're "near-matches" to the Leviathan when under scientific scrutiny - close
enough that it'd draw attention. It's of some interest to the Tribe, however, that most forms of biological
damage and imposed mutation (the hazards of life as a Leviathan) don't transfer to the egg. It most
resembles "what the Leviathan would have looked like had they been born as a Hybrid," and does not
carry Lamarckian markers of the parent's changes. A templated personality will lead the spawn to
pursue a similar course as its parent, but nothing can ensure a complete duplicate.
Rumors persist that certain ancient Leviathans perfected Adaptations or rituals that ensured that even
the children of their children would carry a soul imprint - meaning that the press of time would ensure
the possibility of their return. Occasionally, Legions have formed around this idea, either seeking to
defeat death or to protect the Tribe and humanity from the depredations of a returned horror from
bygone days.
Beyond ritual attempts to affect the traits of an egg, the most common and gruesome thing that
Leviathans and other Ichor-users can do with an egg is consuming it. The Ichor bound into the egg can
be harvested in this fashion, but doing so is a Tranquility-3 transgression, or a Tranquility-1
transgression for a Leviathan that consumes its own young.
Adaptations
Easy Birth (OO, Requires Stamina 3): In Depth 3 and below, the Leviathan reduces the effective bound
Ichor of all eggs by 1 for the purpose of damage upon birth and physical strain penalties.
Fast Growth (OO): In Depth 3 or below the Leviathan can cause their child to grow rapidly after
hatching. Every success compresses one years growth into one week. With seven compressed years the
unskilled penalty and exp costs for Mental and Social skills increase by 1, at fourteen years they
increase by 2. This penalty can be removed with extensive education and socialization.
Genetic Memories (OO): In Depth 4 or below the Leviathan can spend successes to implant genetic
memories in their offspring. This can add dots to Skills for one Success per dot (you must buy Skills in
Sequence, adding two dots of Academics would cost three successes). Alternatively they could spend
one success to give the child memories of three events from the Leviathan's perspective. These
memories have less impact than experiencing the event first hand, which is not to say they have no
impact.
Opportunistic Parasitism (OOOO, Requires Sheol 3): In Depth 3 and below, the Leviathan may transfer
an egg that it is hosting to a helpless creature of Size 5 or greater. This requires a minute of time and
inflicts three levels of bashing damage. The Leviathan's Ichor remains bound in the egg, but from that
point onward only the host suffers from potential strain penalties and will suffer damage upon the egg's
"birth." Traumatic and grisly surgery, at the very least, will be required to remove the egg early. Such
surgery usually deals lethal damage equal to the egg's bound Ichor.
Traumatic Parasitism (OOO, Requires Opportunistic Parasitism and Strength 3): In Depth 3 and below,
upon scoring an exceptional success against a target using a natural weapon that deals lethal damage,
the Leviathan may attempt to reflexively transfer an egg from its body into that of the target. The
subject must be Size 5 or greater, and rolls its Stamina (+ Power stat) in an opposed roll against the
Leviathan's Sheol. The subject may add any bonuses related to staving off disease to its roll. Most will
also spend Willpower, unsurprisingly.
Hyperparasitism (OOO, Requires Opportunistic Parasitism): In Depth 3 and below, when presented
with a helpless host containing an egg created by another Leviathan, the character can "overwrite" the
egg with one of its own, using the energy bound in the egg to feed its own spawn. The Leviathan makes
use of this Channel to create an egg inside the host. This uses the normal system, but the character may
need not bind any Ichor until he has made more rolls then the egg's own bound Ichor. This consumes
the replaced egg, which is generally a Tranquility violation.
Reflexive Consumption (OOO): In Depth 3 and below, the Leviathan may reflexively consume an egg
that it is hosting, regaining the bound Ichor as noted in the sidebar.
Restoration of Life (OOOO, Requires Assimilation, Genetic Memories and Sheol 3): The Leviathan
imprint both the personality and memories they have absorbed into an egg, bestowing life once again
for a Willpower Dot and a number of successes equal to the target's Morality. This goes beyond the
distant memories provided by the Genetic Memories Adaptation, from the clone's perspective they are
the exact same person in a new body. Implanting memories has no effect on the physical body, which
means that by default the clone will be born as a near genetic duplicate of the Leviathan. Most clones
are re-sculpted extensively, either to create something as close to the original body as possible within
the limits of the Hybrid template, or to reward or punish the clone with a body of the Leviathan's
devising. If the body has enough mutations to decrease the clone's Intelligence, apply two mild or one
sever derangement per lost dot of Intelligence as the Leviathan damages the mind by forcing it into an
incompatible body. It must be noted that creating a clone does not "use up" the assimilated memories, a
Leviathan can clone one person many times. Devouring a person for the explicit purposes of cloning
them, even with their informed consent, does not prevent the Leviathan from having to make the usual
Tranquility check for cannibalism.
Womb of Terrors (Descendant Channel) The divine Ichor flowing through the Leviathan's blood gives birth to new and horrible life, clawing its
way out of gore and shaped and directed by the will of the Leviathan who gave it life.
Dice Pool: Stamina + Medicine + Sheol
Action Type: Instant
When the Leviathan has an open wound (is suffering at least a single level of lethal damage), it may
shape creatures from its blood. Upon taking this Channel, the Leviathan designs three creatures which
are born of its blood (see sidebar). It may call forth these creatures with a successful roll. The creatures
instinctively take actions desired by the Leviathan without verbal instruction. If the Leviathan is not
bleeding and wishes to activate this power, he may reflexively open the wound necessary if he has
adequate tools at hand (or has hands that serve as adequate tools.) A Leviathan may only have a
number of offshoots equal to its Sheol exist at any one time, buy may only have a single third-degree
offshoot at a time.
“Depth 0”: Birthright of Fecundity
“Depth 1”: The Leviathan may summon its first-stage offshoot. It is present for one turn per success on
the summoning roll.
“Depth 2”: As above, but it is present for three turns per success.
“Depth 3”: As above, but it is present for a minute per success. The Leviathan may expend 1 additional
Ichor to instead call its second-stage offshoot, which is present for one turn per success.
“Depth 4”: As above, but first-degree offshoots are present for five minutes per success and second-
degree offshoots for three turns per success.
“Depth 5”: As above, but first-degree offshoots are present for a half-hour per success and second-
degree offshoots for one minute per success.
“Depth 6”: As above, but first-degree offshoots are present for an hour per success and second-degree
offshoots for five minutes per success. The Leviathan may expend 3 additional Ichor to instead call its
third-stage offshoot, which is present for one turn per success.
Sidebar: Horrors made Flesh
Upon purchasing the Channel Womb of Terrors, the Leviathan's player may design three Offshoots. As
the Leviathan's Sheol increases, these Offshoots become more powerful, but their general form remains
the same. The Offshoots need not be graduated versions of the same beast, and it's acceptable - in fact,
highly appropriate - that their outward forms are alien, amalgamations of various beasts with fearsome
appearances. An Offshoot can usually not be mistaken for any natural animal. Each Offshoot has
"base" Traits and a pool of points which the Leviathan's player uses to customize the beast. Once
determined, an ability is set and the assigned points cannot be re-assigned.
Leviathans who possess an Evolution can often share it's benefits with any Horrors they create. While
every Evolution is different and the Storyteller must use her judgement a good rule is that if an
Evolution must never make Womb of Terrors impractical to use. A Leviathan who can survive in outer
space will be able to create Horrors that can survive in outer space. The Storyteller may choose to put a
point cost on abilities unlocked by evolutions.
Horrors are treated like animals, using the higher of their Dexterity or Wits to determine Defense. They
lack fine manipulation and cannot hold or use most tools unless a trait is purchased to permit this - and
even in this case their intellect is too limited to apply most tools effectively. They are entirely
amphibious and may breathe water and swim at full Speed. They execute commands to the best of their
intelligence. Note that it may be difficult to craft the core book's example animals as Offshoots - they
cannot generalize (and that guard dog has phenomenal stats!)
First-Stage Offshoot: All attributes begin at one, Size 2, Speed species factor 5, no skills. Attributes and
Skills cannot exceed 3.
A first-stage Offshoot is built with a pool of points equal to the Leviathan's Stamina + Sheol. (Use the
Leviathan's base Stamina, before any bonuses from Vestiges)
Second-Stage Offshoot: Physical attributes begin at two, all others at one, Size 3, Speed species factor
5, no skills. Attributes and Skills cannot exceed 4.
A second-stage Offshoot is built with a pool of points equal to 3 + Leviathan's Stamina + Sheol.
Third-Stage Offshoot: Physical attributes begin at three, all others at one, Size 5, Speed species factor 5,
no skills. Attributes and Skills cannot exceed 5.
A third-stage Offshoot is built with a pool of points equal to 6 + Leviathan's Stamina + Sheol.
Basic Point Costs (Attributes in parenthesis refer to the Leviathan's stats, not those of the offspring)
Physical Attributes: 1 dot per point
Other Attributes: 1 dot per 2 points
Physical Skills: 2 dots per point
Other Skills: 1 dot per point
Specialties: 1 per point
Armor: 1 per point, max of (Stamina), bulletproof for +1 points.
Natural Weapons: +1L per point, max of (Strength)L
Speed bonus: +2 per point, max of (Dexterity) points
Other Tricks (Other traits are possible, with their price mandated by the Storyteller.)
Flight: 1 point (at Speed)
Venomous bite: Toxicity 3, immediate onset: 1 point (+1 Toxicity for +1 point, limit of +(Stamina)
Toxicity)
Rare sense (Echolocation, heat-based vision, etc.): 1 point each
"Finer" manipulation: 2/3 points (may use simple tools and open doors, but -2 to all relevant rolls, -0 at
3 points)
Regeneration: 2 (1 bashing per turn, 1 lethal per 15 minutes; third-stage Offshoots may regenerate 1
lethal per round instead)
Adaptations
Open Hide (O): The Leviathan may reflexively open a wound without any tools to do so. This still
inflicts a point of Lethal Damage.
Dread Champion (O): The Leviathan may opt to possess his third-stage Offshoot upon creating it. If he
does so, he is considered insensate and unconscious, and the third-degree Offshoot becomes of
Indefinite duration and uses the Leviathan's Mental and Social attributes, skills, and merits. The
Leviathan may cancel this effect at any time, destroying the Offshoot and returning to consciousness.
Hone Champion (OOO, Requires Dread Champion and Sheol 4): When activating the Dread Champion
power, the Leviathan may spend excess successes on the activation roll to increase the point-pool
available to the Offshoot. Each success yields one additional point, which may be spent freely. Raising
the Mental and Social traits of a third-stage Offshoot will not prevent its Mental and Social traits from
being replaced by those of its creator when the Dread Champion power is activated.
Creator of Life (OO, Requires Sheol 2): The Leviathan may devise a new first-degree Offshoot and
may now summon either of its options. This Merit may be purchased multiple times - up to the
Leviathan's (Sheol -1).
Craftsman of Life (OOO, Requires Sheol 3): The Leviathan may devise a new second-degree Offshoot
and may now summon either of its options. This Merit may be purchased multiple times - up to the
Leviathan's (Sheol -2).
Sculptor of Life (OOOO, Requires Sheol 4): The Leviathan may devise a new third-degree Offshoot
and may now summon either of its options. This Merit may be purchased multiple times - up to the
Leviathan's (Sheol -3).
Reflexive Genesis (OOO): In Depth 3 and below, upon suffering lethal damage, the Leviathan may
reflexively summon an Offshoot that it has access to in its current Depth. It must suffer levels of
damage equal to the Size of the Offshoot to be summoned.
Verdant Talons (OOO, Requires Mortal-Devouring Armoury). In depth 3 and below, upon dealing
lethal damage with the weapons provided by Mortal-Devouring Armory, the Leviathan may reflexively
summon an Offshoot that it has access to in its current Depth - creating a horror from it's own Ichor and
it's victims blood. It must inflict levels of damage equal to the Size of the Offshoot to be summoned,
the Offshoot's birth also causes an additional point of Aggravated damage.
The Hydra's Rebirth (Descendant Channel)
A spark of unnatural life coruscates through the blood of the Tribe, its immense potency granting their
very organs the ability to reproduce and evolve.
"Depth 0": Birthright of Fecundity
"Depth 1": You may convert Ichor into blood. You may expend 1 point of Ichor to heal 1 Bashing level
of damage.
"Depth 2": You may reflexively convert your own blood into Ichor. For each level of Resistant Lethal
damage you voluntarily suffer, gain 2 Ichor. Resistant damage is unaffected by the powers of this
Channel.
"Depth 3": You may expend 2 Ichor to heal 1 Lethal level of damage.
"Depth 4": For purposes of healing, your Safe Ichor/Turn is increased by 1.
"Depth 5": 1 point of Ichor now restores 2 levels of Bashing or 1 level of Lethal damage.
"Depth 6": You may expend 4 Ichor to heal 1 Aggravated level of damage. Every time you do so,
increase any non-Stamina Attribute by one for the remainder of the scene. No more than (Stamina)
points of such healing can be performed each day.
Adaptations
Resurgent Corpus (OO): You may expend a point of Willpower to use the lower of your Stamina or
Composure as your Defense for a scene.
Dread Return (OOO, requires Sheol 3): That is not dead which can eternal lie. This Adaptation costs a
dot of permanent Willpower to invoke. If you would be killed, you may fall into a trance-like stasis that
appears, to any observer, just like death. The last level of aggravated damage does not slay you for
(Resolve) hours - at Sheol 4 this becomes days, at Sheol 5 months - during which time you do not heal
naturally but may expend Ichor to restore yourself or benefit from external treatment. You still receive
Ichor from your cult's prayers and immersion in water. In this state, you are considered to be dreaming.
If your body is fully annihilated (by incineration or some other means), you are truly dead.
Reap the Whirlwind (OOOOO, requires Sheol 5): Once per week, when you would be slain in combat
as a result of filling your rightmost Health box with Aggravated Damage, instead you are restored to
maximum Health and Ichor and reflexively shift to Apotheosis Form. This change is not optional but
does not cost Ichor. For this scene only, you may remain in Apotheosis Form with no adverse
consequences for up to (Stamina + Resolve) minutes. Distribute (Stamina) dots among your Attributes
as if you had healed all the aggravated damage with Ichor. Among younger members of the Tribe, this
Adaptation is sometimes affectionately referred to as "One-Winged Angel."
Everflowing Fetid Growth (Descendant Channel) The Divine Ichor is as potent source of life, eager to burst forth in growth and bloom.
Dicepool: Sheol + Stamina + Survival
Action Type: Instant or Extended (Each roll is one turn)
By drawing on the potential for life within its divine Ichor a Leviathan may fertilize and gain dominion
over the land and all the beasts that dwell within. With this Channel the Leviathan can increase
physical Attributes and grant unique advantages to those in its favor: See the sidebar “Horrors Made
Flesh” for options.
The divine Ichor is as harmful as it is beneficial to mortals. Everyone who benefits from this Channel
suffers a poison with a toxicity equal to the number of 1s and 10s rolled when activating this Channel
as harmful mutations and cancers take root. Should someone take more damage than their Stamina
upgrade one point of damage to Aggravated, until this point is cured treat the sufferer as having an
Affliction. A roll of Intelligence + Medicine (Intelligence + Science or Intelligence + Survival in the
case of plants) is sufficient to realize the disease is like nothing else known to medical science and
possibly reveal the touch of a Leviathan for those who know what to look for. Naturally pressing on
with this Channel to the point that it becomes life threatening is a Tranquility sin.
Using this Channel on another Leviathan is impossible: Granting the power of the Divine Ichor to a
Leviathan is redundant. Hybrids can benefit but it's harder: Deduct Depth from the dicepool (for
multiple Hybrids use the greatest Depth). On a positive note Hybrids decrease the toxicity by their
Depths.
“Depth 0”: Birthright of Fecundity
“Depth 1”: The Leviathan may grant increased physical Attributes to one recipient, this requires a
transfer of Ichor as per the Birthright of Fecundity and lasts one turn per success. When using this
ability on plants (or fungus) the only “Attribute” is size, unlike other effects of the Channel increased
size is permanent.
“Depth 2”: As above but the Leviathan can use this Channel remotely providing there is an unbroken
path of water between an open wound on the Leviathan and the recipient.
“Depth 3”: As above but the Leviathan may spend an additional point of Ichor to affect up to Sheol
recipients at once. Successes are divided between recipients in whatever ratio the Leviathan desires. If
the Leviathan spends additional Ichor the effects last for a minuet per success.
“Depth 4”: As above but the Leviathan may also grant natural weapons, speed and armor as well as
items from the list of “Other Tricks”. When forcing plant-life to grow the Leviathan also gains control
over the direction of growth.
“Depth 5”: As above but when using this Channel at range ignore the requirement for a path of water.
The Leviathan may also opt to grant animation to plants (minimum size of 3) granting a Strength and
Dexterity of one. Animated plants have no skills or unskilled penalties and qualify for the same
enchantments with the exception of speed, they remain immobile.
“Depth 6”: As above but the Leviathan can spend three additional points of Ichor to affect all recipients
in range at once. Should the Leviathan do so effects will last for one hour per success.
Adaptations
Toxicophore (OO or OOO): In Depth 3 or lower a Leviathan may spend an additional point of Ichor to
make all affected plants toxic. With two dots unprotected beings in physical contact with the plant
suffer a -1 penalty on all actions. After the contact is broken, the penalty lasts for a number of turns
equal to the amount of time spent in contact. At three dots increase the penalty by one for every two
turns of physical contact. If it ever rises above the subject's Stamina + Resolve, they pass out due to
pain.
Spore filled blood (O): In Depth 3 or lower instead of growing existing plants the Leviathan may
instead grow entirely new simple plants or fungus from spores and seeds within their blood. When
taking this merit select a group of plants like “algae”, “fungus” or “seaweed”. This merit may be taken
multiple times for additional options.
Rapid Rot (OOO, requires Spore filled blood): In Depth 4 or lower the Leviathan can spend a point of
Ichor and roll Stamina + Sheol to attack structures. Roots tear into foundations and rot eats away at a
building’s heart. The range is touch but this attack does ignore durability.
Ah, Triffids (OOOOO, requires Sheol 3): In Depth 6 the Leviathan can add the following cruel features
to animated plants under its control.
Blinding stinger, requires Size 5+ and costs 3 successes. This stinger is a 3 damage weapon with a
range of 10 feet. Each success, contested by Stamina, gives -1 to all rolls that depend on vision. At a
total of -5 the target is blind. Treat this damage as lethal for the purpose of healing and medicine.
Movement, requires Size 5 or less and costs 1 success. Plants only move at speed 2.
Communication, requires size 3+ and costs one success. The plants gain the ability to communicate
with a form of drumming. This can be used as an early warning system for anything simple enough for
an animated plant to recognize. Something along the lines of: “Humans”, “Motor Boats” or “Hybrids”.
One swamp, one mind (OOOOO, requires Sheol 4). The Leviathan gains the ability to unite itself with
an entire ecosystem. While the leviathan slumbers the range of Everflowing Fetid Bloom increases by
100 feet an hour to a limit of Sheol miles throughout which they can use this Channel like normal.
When using this Adaptation the Leviathan is considered to be dreaming, the inverse is also true: if the
Leviathan is dreaming it may use this Adaptation. When combined with Spine of the world this
Adaptation is stronger; it's effects cover the entire island.
Vestiges of Might In the natural world there are limitless miracles of evolution that allow peerless strength and grace: The
slippery grace of eels, the raw power of a killer whale or the alien dexterity of the octopus. All this, and
divine powers beyond the limits of muscle alone are available to the Tribe. According to myths the
progenitors limitless Might could raise up islands or shatter them with a blow. When they raged their
strength would shake the sky and rock the foundations of the world. To the progenitors the very
distinction between thought and action was meaningless. While their descendants cannot claim such
power the remaining traces of these gifts are mighty indeed.
In the Tribes iconography the Vestige of Might is represented either by patriarchal images, a powerful
father or a herd of cattle, or by feats of divine strength: A mighty cliff shattered in two or a claw raised
up in triumph. As the authority of fathers was eroded by the state images of divine might eclipsed
images of the patriarch. The Progenitor most famous for feats of impossible strength is Mighty-Armed
Thalassa and her descendants, the Thalassans retain her gifts. The Bahamutan, Nu and Tanninim
Strains also show natural inclinations towards the Vestige of Might.
[PICTURE: The Icon of Might: A vertical crab claw held open, the inner surface smoothly transition
into two rough cliff faces making the inside of the claw into a valley. A single line denoting a river runs
through the valley. This image serves as a watermark.]
Birthright of Might The Birthright of the Vestige of Might is the Privilege of Titans. A quick spike of Ichor permits the
Leviathan to enhance his strength. For the purpose on a single non-combat Feat of Strength, the
Leviathan may double his Strength.
Cost: 1 Ichor
Fluid Icon of Grace (Ancestral Channel) Description
“Depth 0”: Birthright of Might
“Depth 1”: The Leviathan adds +1 to his Defense after all other effects (i.e. after doubling for a Dodge,
not before)
“Depth 2”: As above, and +1 Speed
“Depth 3”: As above, but now +2 Defense
“Depth 4”: As above, but now +2 Speed
“Depth 5”: As above, but now +3 Defense and Speed
“Depth 6”: As above, and +1 Dexterity.
Adaptations
Liquid Evasion (OOO): While in Depth 3 or lower, the Leviathan triples his Defense, instead of
doubling it, when he opts to Dodge.
Flow Like Water (OOO): While in Depth 3 or lower, the Leviathan may, once per turn, reflexively
spend 1 Ichor and add (Sheol x Speed) to its Speed. Bonuses from Fluid Icon of Grace apply before
multiplication. The duration is one turn.
Crater-Birthing Leap (O to OOOOO): In Depth 1 and lower, The Leviathan adds (2 x Merit Dots) feet
to the height and (4 x Merit Dots) feet to the length of all jumps. At the 5-dot version of this Adaptation,
the Leviathan may reflexively jump once per turn. This is a running jump if the Leviathan moves at
least 10 feet in a straight line beforehand.
That Hideous Strength (Ancestral Channel)
The Leviathan’s body channels more force than a creature it size should be capable of. It is a being of
terrible power, capable of crushing the earth itself should it stretch the length of it, and should it decide
to throw its force against the sea, great waves will rise up to drown the land.
That Hideous Strength is a Power Attribute boosting Channel. It boosts Strength and has the following
unique powers:
“Depth 0”: Birthright of Might
“Depth 6”: As above, and when invoking the Birthright of Might, add the Leviathan's Size to his
Strength.
Adaptations
Rightful Place (OOO, requires Sheol 3+) - If the Leviathan's Strength exceeds his target's Stamina, then
the Leviathan's attacks gain the Knockdown property. The target rolls (Dex + Athletics - Attack
Successes) to retain his footing.
God-Hurling Sinews (OOO or OOOOO): In Depth 3 and lower, The Leviathan can throw any object he
can lift to a distance of (Strength + Dexterity) meters. This takes a minute of effort. At the 5-dot
version of this Adaptation, the Leviathan may throw such objects as an instant action. Thrown objects
that are not intended to be weapons have a Damage Rating equal to their Size.
Overpowering Strength of Titans (Ancestral Channel)
The Leviathan does not make war; it visits itself upon enemies. It is a force of nature: mortals cannot
oppose it, merely take shelter.
When taking this Channel, choose Brawl or Weaponry.
"Depth 0": Birthright of Might
"Depth 1": The Leviathan may, as an instant action, forfeit his Defense against a close-quarters attack.
This may be done before his initiative resolves. If he does so, he rolls (Weaponry or Brawl + Strength +
Equipment) against the attack. Each success on his roll cancels out one success from the attack. Excess
successes are inflicted as damage (of the type appropriate to the Leviathan's weapon) against the
attacker. If the Leviathan opts to use this technique, the attacker's roll is not penalized by Armor.
"Depth 2": As above, but the Leviathan may employ this defensive method against ranged attacks as
well. Excess successes are not inflicted as damage unless the Leviathan's weapon has sufficient range
to strike the attacker (without being thrown).
"Depth 3": As above, and the Leviathan now adds his Sheol to uses of the (Weaponry or Brawl) skill.
"Depth 4": As above, and the Leviathan may use his (Weaponry or Brawl) in place of his Composure
when determining Initiative for the round.
"Depth 5": As above, and the Leviathan may perform the Depth 2 iteration of this Channel as a
reflexive action once per round.
"Depth 6": As above, and the Leviathan may perform a simultaneous defense and attack. When he
attacks, record the number of successes - subtract that number from all attacks targeting him this round.
Excess successes do not inflict damage. If he chooses to employ this power, the Leviathan is
considered to have a Defense and Armor rating of 0 for the round.
Adaptations
Thunderstruck (OO): The Leviathan adds his Sheol to his Initiative and always acts first on ties. Should
two individuals with "act first" powers fight and they tie, their actions are simultaneous.
Living Weapon (OOO): The Leviathan may use this channel with both Brawl and Weaponry.
Undertow (OOO+): If the Leviathan has the Brawl version of this Channel he may perform an
overpower attempt immediately after establishing a grapple against a wake-vulnerable target. At Sheol
5 and 4 Merit dots, remove the "wake-vulnerable" limitation.
Cleaving Tide (OOO+): If the Leviathan has the Weaponry version of this Channel, once per turn when
he slays a wake-vulnerable target he may perform a reflexive attack against another wake-vulnerable
target in range. At Sheol 4 and 4 Merit Dots, replace "once per turn" with "every time." At Sheol 5 and
5 Merit dots, remove the "wake-vulnerable" limitation.
Many Flowing Limbs (Descendant Channel)
"Depth 0": Birthright of Might.
"Depth 1": A Leviathan may spend 1 Ichor to have 8-again to establish and maintain a grapple.
"Depth 2": As above but they may use the higher of their Strength or Dexterity.
"Depth 3": The Leviathan may spend an additional point of Ichor to grapple two people at once. This
causes a -4 penalty to both establishing and maintaining grapples. The Leviathan may still make only
one overpower roll per turn.
"Depth 4": The Leviathan can perform an extra Sheol reflexive actions per turn provided they can be
accomplished with just one limb, flipping switches, opening doors and things of that ilk. Additionally
they do not reduce Defense until after they have been attacked by Defense opponents.
"Depth 5": When Grappling the Leviathan may treat his opponents strength as two less.
"Depth 6": The Leviathan may spend four points of Ichor to make grapple four people at once. This
causes a -6 penalty to both establishing and maintaining grapples. The Leviathan may still make only
one overpower roll per turn.
Adaptations
Adhesive Flesh (OOOOO) At Depth 6, the Leviathan may reflexively counter an opponent's attack.
The Leviathan rolls Dexterity+opponent's attack successes-opponent's Strength, and on a success the
opponent loses their weapon as it becomes stuck in the Leviathan's body unless it is removed with a
Strength+Dexterity check or the Leviathan changes to a more human form. This same process can be
used to reflexively add three dice to a grapple attempt on an attacking unarmed opponent
The Tyrant's Privilege (Descendant Channel)
The Progenitors once ruled the world, even the greatest monument of mankind existed only at their
sufferance.
“Depth 0”: Birthright of Might.
“Depth 1”: When attacking with fists or other natural weapons the Leviathan may spend a point of
Ichor to ignore up to its Strength in Armour.
“Depth 2”: As above but the Leviathan now may benefit from this channel with any melee weaponry.
“Depth 3”: As above but the Leviathan may instead choose to spend two points of Ichor to bypass its
Strength in Durability. This Channel may be activated twice for an attack, once for Armour once for
Durability.
“Depth 4”: As above but when using the Depth 1 iteration of this Channel the Leviathan ignores Sheol
+ Strength points of armor.
“Depth 5”: As above but when using the Depth 3 iteration of this Channel the Leviathan ignores Sheol
+ Strength worth of Durability.
“Depth 6”: As above but the Leviathan may instead spend four points of Ichor to ignore all Durability.
Adaptations
Riotous Vandal (OO) - When in Depth 3 or below, the Leviathan gains 8-Again on Havoc checks.
Mind in Motion (Descendant Channel)
The Might of the Progenitors transcends crude muscles. Their will alone could topple cities and crush
armies.
“Depth 0”: Birthright of Might.
“Depth 1”: The Leviathan may use telekinesis. This costs 1 Ichor. When using telekinesis the
Leviathan has an effective Strength equal to Resolve and an effective Dexterity equal to Wits.
Telekinesis has a range of 10 feet + one foot per Sheol.
“Depth 2”: As above but range is 10 foot + 2 feet per Sheol.
“Depth 3”: As above but the Leviathan may spend an additional point of Ichor to perform a telekinetic
grapple. Roll Wits + Resolve vs Strength + Brawl. If the Leviathan wins the roll the target is both
grappled and immobilized.
“Depth 4”: As above but instead of a grapple the Leviathan also has the option of attacking with pure
telekinetic force. This is treated as a regular ranged attack with a short equal to half the Leviathan's
Telekinesis range. A Medium Range equal to the Leviathan's Telekinesis range and a long equal to
twice Leviathan's Telekinesis range. Roll Resolve + Firearms. Telekinetic attacks do bashing damage
and have the Knockdown property.
“Depth 5”: As above but the Leviathan also manifests tactile telekinesis. For the cost of one Ichor it
may substitute the Wits for Dexterity or Resolve for Strength. Range also increases to 10 foot per Sheol.
“Depth 6”: As above the Leviathan may spend four Ichor to make a telekinetic explosion: A telekinetic
explosion has a radius of five yards and has an Explosive Force equal to half of Resolve + Wits + Sheol.
The Leviathan may trade Explosive Force for a larger blast area: each point of Explosive Force adds
five yards to the radius. Everything caught in the Blast Area takes one automatic bashing damage and a
die of bashing damage per Explosive Force, this attack has the Knockdown property. This doesn't have
to be an explosion; implosions are fine as is an effect that pulls everyone to the floor, or throws
everyone to the left.
Adaptations
Mind Over Matter (OO) – When in Depth 3 or below the Leviathan may spend a point of Ichor to
increase Defense by Resolve for a turn.
Psychic Blades (OOO) – In Depth 3 or below the Leviathan may cause Lethal Damage with telekinesis.
Including overpowering during a grapple.
Force of the Tides (OO) – In Depth 4 or below the Leviathan may add Sheol to his dicepool for
Telekinesis.
Vestiges of Predation
The Vestiges of Predation are, perhaps, the most recognisable abilities to us, given that the natural
world is replete with adaptations to cause harm or to escape it. The teeth of a crocodile, the spines o a
lion fish and the senses of a shark. Leviathans who master the Vestige of Predation exemplify and
perfect these shapes, combining them with harsh beauty and the everlasting hunger of a wrathful god to
craft the greatest of hunters.
[Picture: a circular mouth ringed with dozens of triangular, sharklike teeth. this image serves as a
watermark.]
Birthright of Predation The Birthright of the Vestige of Predation is the Hunter's Boon. The Leviathan may "tune in" to a
Wake-vulnerable subject. If the victim's (Wits + Power Trait) is lower than the Leviathan's (Presence +
Sheol), that subject cannot benefit from 10-again on attacks made against the Leviathan for the rest of
the Scene.
Cost: 1 Ichor
Mortal-Devouring Armory (Ancestral Channel)
The Leviathan's Primordial form bristles with cruel natural weapons.
“Depth 0”: Birthright of Predation
“Depth 1”: The Leviathan's unarmed strikes are +1L weapons.
“Depth 2”: As above, but now they are +2L weapons.
“Depth 3”: As above, but now they are +3L weapons.
“Depth 4”: As above, but now they are +4L weapons.
“Depth 5”: As above, but now they are +5L weapons.
“Depth 6”: As above, but now they are +5 Aggravated weapons.
Adaptations
Savage Focus (O) - In Depth 1 and lower, The Leviathan may use his Dexterity for Defense even if his
Wits is lower.
Limbs without end (O) - The bonus now applies as additional dice to any attempts to grapple an enemy.
Rending Claws (OO) - In Depth 3 and lower, The Leviathan's natural weapons are armor-piercing
(rating 2).
Gaping Maw (OO) - In Depth 3 and lower, The Leviathan's natural weapons deal 2 additional levels of
damage if used on a grappled victim.
Walking Abattoir (OOOO): The Leviathan increases all damage by one step and now has +7
Aggravated weapons at Depth 6.
Skin of the Shark (OOO): Anyone that grapples with the Leviathan suffers (His Stamina + Sheol -
Their Stamina + Armor) lethal damage each turn from exposure to countless sharp protrusions or biting
mouths
Ghost Devouring Fangs (OO): The Leviathan may attack ghosts and other incorporeal entities that it is
aware of, if the entity is destroyed then regain Ichor equal to the entities power rating.
Stalker's Shifting Hide (Ancestral Channel)
The Leviathan's Primordial form cannot be perceived clearly by its prey.
“Depth 0”: Birthright of Predation
“Depth 1”: When the character performs Stealth checks to hide his presence, on a success he is always
considered at least partially concealed. (Attempts to spot him and Ranged Attacks at -2 against him)
While stealth may be broken by initiating combat, the Leviathan's concealment does not fade until
scene's end.
“Depth 2”: As above, but now he is considered substantially rather than partially concealed (-3).
“Depth 3”: As above, but now he adds his Sheol to uses of the Stealth skill.
“Depth 4”: As above, but now the Leviathan is also completely odorless or silent when the Depth 1
ability of this Channel is activated (The character chooses one when this channel is acquired).
“Depth 5”: As above, but now the Depth 1 ability of this channel is reflexive.
“Depth 6”: As above, but now he is considered completely invisible rather than substantially concealed
(Opponents are considered to be Fighting Blind against him). An opponent who successfully strikes the
Leviathan once treats him only as substantially concealed for the rest of the scene.
Adaptations
Ambush (OO) - Whenever the Leviathan successfully surprises and wounds an enemy, he gains 1 Ichor.
Broken Lens (OOO) - In Depth 3 and lower, those using tools of mortal make (binoculars, flashlights,
etc.) to attempt to overcome the Leviathan's Stealth roll will suffer unexplained hardships. Lenses get
blurry, lights flicker, and so on. Equipment with a rating of less than the Leviathan's Sheol is
effectively negated and provides no bonus.
Clouded Eye (OOO) - In Depth 3 and lower, the Leviathan may use his focused wake to dull the senses.
A subject whose Willpower is lower than the Leviathan's (Stealth + Sheol) will subtract the Leviathan's
Sheol from all Wits-based rolls to detect him.
Slip Sideways (OOOO, requires Sheol 4 and Rain Dance of the Tempest) - In Depth 6, an exceptional
success on the character's Dexterity +Stealth + Sheol roll permits the Leviathan to find a bolthole
outside of normal space. No non-supernatural methods may detect his presence as long as he remains in
his current general position, and supernatural means must contest against his successes. Non-
supernatural events that don't deal catastrophic (10+) damage to the surrounding region will neither
affect or reveal the Leviathan, and the Leviathan's Stealth will act as armor to insulate him against even
apocalyptic mundane events. He will be visible afterwards (after all, whatever happened probably
managed to move him.) Attacking, speaking, or moving will also end this effect, though the Leviathan
gains the benefits of surprise.
Hunter’s Terrible Beauty (Ancestral Channel)
The hunter in action is a marvel to behold, both terrifying yet beautiful.
Hunter’s Terrible Beauty is a Power Attribute boosting Channel. It boosts Presence and has the
following unique powers:
“Depth 0”: Birthright of Predation
“Depth 4”: The Leviathan can focus her Wake to paralyze with fear. The Leviathan rolls Presence +
Intimidation + Sheol vs Resolve + Power Trait against a wake vulnerable target. Should the Leviathan
win they paralyze their foe for Presence turns. Multiple uses of this power do not stack and the effects
end immediately if the Leviathan makes a physical attack against the target.
Adaptations
The Sleeping Dragon (OOO or OOOO, requires Sheol 2 or 3): At Depth six the Leviathan can spend a
point of Ichor to prevent all wake-vulnerable creatures from attacking itself unless they spend a point of
Willpower and succeed on a Resolve + Composure roll. The effects end automatically if the Leviathan
attacks any target. With Sheol three and four dots in the Adaptation attacking only ends the effect for
the target, everyone else merely gets a free reflexive roll to shake the effects.
Hideous Revelry (OOO or OOOOO, Requires Sheol 3) - In Depth 3 or lower, the Leviathan may spend
2 Ichor and reflexively roll Presence + Expression when performing a physical attack, opposed by the
highest Composure + Power Trait among its enemies. On a success, the Leviathan may induce one
strong emotion (chosen from the list below when purchasing this Adaptation) in any number of
witnesses. The Leviathan screams a phrase or strikes a pose or integrates her attack into a dance, and
this action usurps the hearts of onlookers. Characters so affected are subject to the behaviors below
unless they spend a point of Willpower to immunize themselves for the scene. Should a wake-
vulnerable individual do so, they still suffer a -2 penalty to all actions. With the five-dot version of this
Merit, cost falls to 1 Ichor per attack and the Leviathan may choose any of the listed emotions.
Emotions List:
Lust - Affected characters attempt to copulate with anything in sight.
Wild Abandon - Affected characters are slaves to their base impulses and ignore social conventions.
Fury - Affected characters perform All-Out attacks on the character closest to them.
Horror - Affected characters are too horrified to do anything but dodge and flee.
Joy - Affected characters are extremely suggestible and will not attack unless attacked.
Blood in the Water (Ancestral Channel)
The Leviathan's razor-keen senses can detect a single drop from two oceans away.
“Depth 0”: Birthright of Predation.
“Depth 1”: When the character performs a Survival check to track a target, he is unaffected by
obliterated evidence. Rain may wash blood away, or footprints in snow melt, but the Leviathan finds it
no more difficult to pursue his mark.
“Depth 2”: As above, but now when the Leviathan is pursuing a character he bloodied personally he
adds his dots in Survival to his Speed.
“Depth 3”: As above, but now he adds his Sheol to uses of the Survival skill.
“Depth 4”: As above, but now he adds his Sheol to all perception-based rolls when looking for living
beings.
“Depth 5”: As above, but now the Leviathan extends the range of either his sight, smell, or hearing
(choose when taking this Channel) to Sheol miles. Providing his sense is unobstructed the Leviathan
can examine living beings within the radius as if he were right next to it using the sense of his choice.
“Depth 6”: As above, but now the Leviathan extends the range of all three aforementioned senses.
Adaptations
Savage Kenning (OO) - In Depth 3 or lower, when the Leviathan makes a perception or other roll to
notice a threat to itself treat the roll as a rote action.
Unchallengeable Gaze (OO, requires Sheol 2) – In Depth 4 or lower, the Leviathan's senses become
difficult to attack: he can ignore up-to Sheol penalties that target the senses such trying to smell after
being struck with pepper spray.
Peer Through Depths (OOO, requires Sheol 2) - In Depth 4 or lower, the Leviathan's senses penetrate
barriers. For every point of Sheol she can see through twenty feet of smoke, ten feet of porous barriers
(like foliage), a foot of stone, an inch of metal or a quarter inch of heavy metal.
Relentless Pursuit (O to OOOOO): In Depth 3 and lower, the Leviathan may treat his Speed as though
it were (2 x Merit Dots) higher for the purpose of extended rolls related to pursuit on foot or in the
water. This does not increase his actual speed - rather, he does not flag and moves as efficiently as is
possible. At the 5-dot version of this Adaptation, the Leviathan treats physical races as rote actions
when at Depth 6.
An Eye for the Kill (OO) – In Depth 4 and lower, the Leviathan halves the penalties for range when
using another Channel that allows long ranged attacks.
The Hunter's Blood (Descendant Channel)
Dice Pool: Dexterity + Firearms + Sheol
Action Type: Instant
The Leviathan may project blood or Ichor at range; transforming it by means of this Channel into a
deadly toxin. Most mortal Armor will not defend against this attack, but tools that provide
environmental protection (such as a hazmat suit) might provide their usual protection. Despite the
unusual nature of the attack, it is treated as a typical ranged weapon.
“Depth 0”: Birthright of Predation
“Depth 1”: The attack deals bashing damage and has a range of 5/10/20.
“Depth 2”: As above, but the range is now 10/20/40
“Depth 3”: As above, and the Leviathan may now perform a "short burst" as per the Autofire rules.
This halves the effective range, however. He may also expend an additional 1 Ichor to inflict lethal
damage.
“Depth 4”: As above, but the range is now 30/60/120.
“Depth 5”: As above, but the Leviathan may now perform a "medium burst."
“Depth 6”: As above, but the Leviathan may now opt to perform a "long burst" as per the Autofire rules.
He may now expend an additional 3 Ichor to inflict aggravated damage.
Adaptations
Defensive Bleeding (OOO) - In Depth 3 and lower, upon suffering three or more levels of lethal or
aggravated damage, the Leviathan may reflexively invoke this Channel with the attacker as a target.
Stamina replaces Dexterity in the dice pool, and the Leviathan may not opt to perform a "burst."
Cobra's Spite (OOO) - In Depth 3 and lower, foes that suffer damage equal to their Size from this
Channel are effectively blinded until they heal the wound supernaturally or receive medical attention.
Tiamat's Fury (OOOOO) - In Depth 5 and lower, instead of spitting acid, you breathe iridescent flame.
Your attacks are capable of damaging immaterial beings (though you gain no means of noticing that
you're doing so) and inflict aggravated damage anything supernaturally vulnerable to fire, regardless of
how much Ichor you spend. On an exceptional success, the target is set alight (World of Darkness, page
180). Assume the conflagration is bonfire-sized and has the heat of a chemical fire. It lasts until the
target succeeds on an Extended Dex + Athletics check to put it out (each success reduces the fire's
damage by 1).
Accepting the Tribute of Slaughter (Descendant Channel) It is the right and prerogative of the original apex predator to devour all beneath her. This Channel
makes it clear to the Leviathan's foes that they are nothing more than offerings to an ever-hungry god.
Depth 0: Birthright of Predation
Depth 1: You may expend 1 additional Ichor when attacking with your natural weapons. If you do so
and your attack inflicts at least one level of damage, your enemy loses 1 point of Willpower in addition
to the damage inflicted (you do not gain the Willpower). You may never drain more than 1 Willpower
per turn this way.
Depth 2: As above, and characters who have suffered Willpower loss at your hands this scene also
suffer a -1 penalty to all actions against you.
Depth 3: As above, and when employing the Depth 1 ability of this channel, you may spend 1
additional Ichor to have your attack affect (Sheol +1) opponents within melee range. This attack is
resolved against the highest Defense + Armor out of any of them. Divide Successes evenly.
Depth 4: As above, and characters who have suffered Willpower loss at your hands this scene also
suffer a -2 penalty to all actions against you.
Depth 5: As above, and characters reduced to 0 Willpower by the Depth 1 ability of this channel must
succeed on a (Resolve + Composure - your Sheol) roll or be rendered catatonic for the duration of the
scene.
Depth 6: As above, and when employing the Depth 1 ability of this channel, you may expend 3
additional Ichor and choose not to benefit from your natural weapons when rolling to attack. Instead,
add their Damage rating in automatic successes if your attack lands.
Adaptations
Whirlwind of Destruction (OO): When performing the Depth 3 iteration of this Channel, you may
subtract 2 from the Defense of your targets.
Soul-Devouring Jaws (OOO): Whenever you reduce the Willpower of an opponent, gain a point of
Ichor.
Vestiges of Sanctity Not every power known to the Tribe has precedent in the natural world. The powers of Sanctity are the
most Other in a Leviathan's repertoire, the most divine of all the Tribe's godly abilities. They are the
power to command and to be unconquered. The Progenitors, if the stories contain a hint of truth, could
command the very fabric of the universe itself and a hint of such power remains in their bloodlines to
this day.
The Tribe represent Sanctity with a figure sitting upon a throne, any of the Progenitors - or the Tribe's
guess of their appearance - can be used but Oceanus is the Progenitor with the strongest association to
Sanctity and his image is the most common. Dagon, Nu and Lahamu are also known for their grasp of
Sanctity and their descendants retain an affinity for the Vestage.
[PICTURE: The icon of Sanctity: A figure with a fish tail, a bare muscular chest, and a full beard sits
on a throne. Above him is a line of stars.]
Birthright of Sanctity The Birthright of the Vestige of Sanctity is Parting the School. While this power is in effect, large
masses of humans beings and aquatic animals instinctually part around the character and then return
seamlessly to their original positions – the Leviathan could run at full speed through a crowded party
without running into anyone, or fluidly walk through a queue to the front. A violent crowd will not
impede the character or strike him as he is moving, but is free to assault him otherwise – they will
simply be incapable of circling him, politely parting to let him pass each time they surround him. The
crowd parts only for the Leviathan and will provide the normal impediment to all others. This power
has no effect on the positioning of people who are alone and it will only affect normal creatures that are
completely subject to the Wake – even the moderate resistance provided by being a supernatural being
is sufficient to stifle it entirely. Its effect lasts for a scene.
Cost: 1 Ichor
Indomitable Solipsist-Tyrant (Ancestral Channel) A Progenitor is a paradigm unto itself. Rhetoric and spellcraft alike were, to those ancient beings, no
more substantial than a passing breeze, for they fell upon the ears not of men but of mountains. It is
foolishness to attempt to sway the sentiments of beings whose passing whims became the laws of
reality.
Indomitable Solipsist-Tyrant is a Resistance Attribute-boosting Channel. It benefits Resolve and has
the following unique powers:
"Depth 0": Birthright of Sanctity
"Depth 5": When resisting a supernatural ability with Resolve – if you get an Exceptional Success your
attacker gains a minor derangement for 11 – Willpower days.
"Depth 6": You gain an extra point of Willpower at the start of every scene even if it takes you above
your normal maximum. This point can only be spent on rolls that use Resolve. When the scene ends
you lose the point if you still possess it.
Adaptations
Insurmountable Arrogance (OOO, requires Divine Prerogative): In Depth 5 or lower, the Leviathan's
Divine Prerogative is effective against all characters with a (Power Trait) equal to or lower than his.
Unconquerable (OOOOO), requires Eye of the Eternal Storm): In Depth 1 or lower, whenever the
Leviathan would use either its Resolve or its Composure to resist or oppose an effect, instead use the
Leviathan's Resolve + Composure (+Sheol, when it would normally be applicable).
Eye of the Eternal Storm (Ancestral Channel) The Leviathan is a creature of preternatural calm and stillness. Adapted to both the loneliness and
turbulence of the primordial ocean, he can maintain emotional control in the most extreme
circumstances and spread this control to others.
Eye of the Eternal Storm is a Resistance Attribute boosting Channel. It benefits Composure and has the
following unique powers:
“Depth 0”: Birthright of Sanctity
“Depth 5”: Wake-vulnerable individuals within the Leviathan's Wake may use his Composure as a
Resistance trait in place of their own. If they do so, their effective Composure is reduced to 0 when
opposing effects created by the Leviathan himself. This effect lasts for the scene or until the victim
expends Willpower to resist it (but will begin anew if they borrow the Leviathan's Composure again.)
“Depth 6”: As above, and the Leviathan may reflexively spend 1 Willpower to render himself immune
to one instance of any supernatural power that may be resisted or opposed by his Composure. Unless
otherwise specified characters are only capable of spending one point of Willpower per turn.
Adaptations
Citadel of the Doldrums (OO, Requires Indomitable Solipsist-Tyrant): The Depth 6 iteration of this
power can now be used with Resolve as well as Composure.
Insidious Creature (Ancestral Channel) When the Leviathan speaks, or sends thoughts and dreams, the message tangles up the reason of the
recipient, ensnaring the mind.
Insidious Creature is a Finesse Attribute boosting Channel. It benefits Manipulation and has the
following unique powers:
“Depth 0”: Birthright of Sanctity
“Depth 1”: Wake-vulnerable creatures that were in the Leviathan's presence while he was at this Depth
or deeper suffer the Leviathan's (Manipulation+Sheol) as a penalty to remember specific facts about the
scene and must actively suspect there is something unusual about the Leviathan before they can roll
(with penalty) to attempt to discern his heritage.
“Depth 4”: As above, and if the Leviathan's (Manipulation + Intimidation + Sheol) is greater than a
wake-vulnerable individual's (Willpower + Power Trait), that individual must roll at least (Leviathan's
Sheol) successes on a memory check to recall any specific details about the scene.
“Depth 6”: As above, and if the Leviathan focuses his Wake on a subject whose (Willpower + Power
Trait) is less than his (Manipulation + Sheol), the Leviathan may fabricate the subject's memories
regarding the scene. Targets who can successfully recall the Leviathan (subject to the Depths 1 and 4
abilities of this channel) may regain their true memories.
Adaptations
Serpent's Tongue (OO) - In Depth 1 and lower, the Leviathan's presence destabilizes the moral
compasses of others. When the Leviathan acts to convince a subject to perform an action that would
fulfill their Vice, the subject's Morality Trait is considered (Sheol) lower for purposes of contemplating
or executing the suggested course of action. An Envious man could be talked into murdering his boss
instead of stealing from him, a Wrathful leader persuaded to exterminate dissidents rather than
imprisoning them, or a Proud human convinced to eat the forbidden fruit instead of looking at it.
Master of the Veil (OO or OOOO): The Leviathan can shut off this Channel's effects on memories
reflexively and activate it as an instant action. With the four-dot version of this Adaptation, he may
apply these effects selectively, omitting any allies in the radius.
Call of the Depths (Descendant Channel) The voice of the Leviathan is what inspired legends of sirens. Speaking, crying, bellowing, or
whispering: all vocalizations of the Leviathan draw in mortal listeners, robbing them of their will and
self determination.
Dice Pool: Presence + Expression + Sheol
Action Type: Standard
The Leviathan's voice carries a luring tone that pulls listeners towards him or her and muddle their
minds. The effect only extends as far as the Leviathan's voice would naturally carry, without being
amplified or broadcast by mechanical methods. Those that hear the voice, are vulnerable to the Wake,
and have less (Resolve + Power Trait) than the Leviathan's successes are affected. A point of
Willpower may be spent to resist the call for a turn. When at the Leviathan's side, subjects that are still
subject to the lure become anxious and uncertain if forced to move away, suffering a -2 penalty to all
actions not linked to returning to the Leviathan's side. Any combat loosens the Leviathan's grip upon all
who witness to the combat, they still suffer a -2 penalty to all actions for attempting to leave the
Leviathans side; but they may choose to accept the penalty and do so. Alternatively, so long as they are
near the Leviathan (perhaps attempting to attack it) they may act freely.
“Depth 0”: Birthright of Sanctity
“Depth 1”: Those that hear the voice move towards the Leviathan for a single turn.
“Depth 2”: As above, but the compulsion lasts an for one turn per Success, to a limit of (Leviathan's
Presence) turns. Multiple applications don't stack - the new roll replaces the old one.
“Depth 3”: As above, and the Leviathan may expend an additional 1 Ichor to increase the duration to
one minute per Success.
“Depth 4”: As above, and the limit on duration increases to (Presence + Sheol) Successes.
“Depth 5”: As above, and the Leviathan may continue to play a weaker version of her luring tone after
the duration expires for no cost. Subjects may freely choose whether they wish to remain by the
Leviathans side or not, but so long as they choose not to they suffer a -2 penalty to all actions until they
decide to return to the Leviathan or can no longer hear the call. Only people affected by a proper
activation of Call of the Depths can be affected by this lesser tone.
“Depth 6”: The Leviathan may expend 3 additional Ichor to make the call last five minuets per Success.
Adaptations
Unholy Disharmonies (O) - In Depth 2 or lower the Leviathan is able to use Call of the Depths and
speak normally at the same time.
Song of Madness (OO) - In Depth 3 and lower, those affected by the call also suffer from any
derangements possessed by the Leviathan. Those that resist by expending Willpower also resist the
derangement. This Adaptation's effects end when the subject can no longer hear the Leviathan's Call.
Shackle the Mind (OOOO) - In Depth 5 or lower, a wake-vulnerable individual suffering from a
derangement induced by the Leviathan must succeed on a reflexive (Resolve + Composure -
Leviathan's Sheol) check to disobey or attack it. One attempt per turn may be made; success grants
freedom of action for one turn. An exceptional success frees characters from this effect for the rest of
the scene - inflicted derangements are not lifted. This Adaptation's effects end when the subject can no
longer hear the Leviathan's Call.
Besieging the Tower of Will (Descendant Channel) The Leviathan's innate ability to casually dominate the herd is refined into a cold psychic sword that
drives humans mad even as it enslaves them.
Dice Pool: Manipulation + Intimidate + Sheol vs. Target's Resolve + Power Trait
Action Type: Instant
The Leviathan may telepathically communicate with any target in sensory range. Targets without
recourse to telepathy must resort to mundane measures to talk back. The target is aware that the
Leviathan is the one communicating with them.
"Depth 0": Birthright of Sanctity
"Depth 1": At the cost of 1 Ichor, the Leviathan may send a single message whose meaning can be
summed in twenty words or less.
"Depth 2": As above, but the target may telepathically reply with a single message subject to the same
word limit.
"Depth 3": As above, and the Leviathan may spend an additional 1 Ichor to inflict a minor derangement
in a wake-vulnerable target, or to upgrade an existing derangement by one category, roll Manipulation
+ Intimidation + Sheol vs Resolve + Power Stat. The Leviathan chooses the derangement subject to the
limitation that it always leaves the target beholden to or obsessed with the Leviathan in some way.
Existing derangements that have been upgraded are warped to fulfill these conditions. The derangement
or upgrade lasts for (Sheol) days. The Leviathan may only attempt this once per target per day. If the
Leviathan does so she may give a simple command, one or two sentences which the target will
endeavor to follow for the rest of the scene. People will not obey clearly suicidal commands, including
commands not to defend themselves. Issuing commands that send a person against their moral identity
is hard but not impossible: They roll Resolve + Power Stat + Morality with a target of the Leviathan's
original successes.
"Depth 4": As above, and the Leviathan need only spend 1 Ichor per scene in order to enable
continuous two-way telepathic communication with anyone it can perceive.
"Depth 5": As above, and telepathic communication is reflexive for the Leviathan and its targets. The
Depth 3 and 6 powers of this Channel remain instant actions.
"Depth 6": As above, and the Leviathan may spend an additional 3 Ichor to instead inflict a severe
derangement in a wake-vulnerable target, subject to the same limitations as the Depth 3 version of this
power. Derangements inflicted in this manner last until the target receives intensive psychiatric support
(successes required on therapy: twice Leviathan's successes) or the target becomes a Beloved or Ahab.
If the Leviathan chooses to do so they may give an order, as long and complicated as the victim can be
reasonably expected to remember. The victim will attempt to obey this order to the best of their ability
but with the same limitations as the Depth 3 version of this power. Most figure out their compulsion is
tied to their new Derangement and indeed, successful Therapy will end the order as will becoming
Ahab but not becoming Beloved.
Adaptations
Mind Blast (OO or OOOO): In Depth 3 or lower, the Leviathan may unleash a psychic attack as an
instant action. The Leviathan rolls Presence + Intelligence + Sheol and spends 1 Ichor, subtracting the
target's Resolve + Power Trait. The effects of success depend on the number of dots in this Merit the
Leviathan possesses. With the two-dot version of this Merit, the Leviathan inflicts Bashing damage
with the Stun property. With the four-dot version of this Merit, the Leviathan gains the option to inflict
Lethal damage with the Stun property. The Leviathan may choose to split successes among multiple
opponents, subtract only the highest Resolve + Power Trait amongst the targets.
Assimilation (OOOO+): Purchasing this Merit creates a Memory Slot. In Depth 3 or lower, the
Leviathan may devour the mind of a recently deceased character. This requires a (Resolve + Stamina -
Target's Intelligence) check on the part of the Leviathan. On a failure, the mind is destroyed. On a
success, the Leviathan fills one Memory Slot and benefits from one of the following:
A one-dot increase in one social or mental Attribute the devoured had at a higher rank than the
Leviathan.
The devoured's rank in one skill.
One Ritual possessed by the target
The Leviathan is also capable of recalling any particulars of the devoured's lifestyle or history, within
the usual limits and rolls for memory (or with the Channel Memories Before Time). Additional dots in
this Merit confer one Memory Slot each, allowing the leviathan to store multiple memories or store the
same set of memories several times for additional benefits. If the Leviathan wishes to benefit from
devouring minds after its Memory Slots are filled, it must first empty a slot, losing the associated
benefit and knowledge of the target's history if no more Memory Slots from that target remain. Note
that slaying a human for the explicit purpose of devouring his or her brain, like all forms of
cannibalism, is a Tranquility 3 Sin. Atolls cannot be assimilated, though persistent rumors say that a
Leviathan can gain the serenity of an Atoll's presence permanently by assimilating her mind.
Psychic Shockwave (OOOOO+): In the Depth 6, the Leviathan may spend 1 Willpower to instead
create a minor derangement (or upgrade an existing one that the Leviathan created) in all wake-
vulnerable targets that can see it. At Sheol 6 and 6 Merit dots, the Leviathan may use this power
reflexively and for free the first time in a scene that it enters the Apotheosis Form. This does not let the
Leviathan issue commands. When in Depth 6, any wake-vulnerable character with a (Willpower +
Power Trait) that does not exceed the Leviathan's (Presence + Sheol) and witnesses its Aura suffers
from a minor derangement of the Leviathan's choice for a scene.
Piercing the Veil of Slumber (Descendant Channel) "Depth 0": Birthright of Sanctity
"Depth 1": The Leviathan may observe the dreams of others while asleep. Any character who interacts
with the Leviathan on a regular basis may be observed for 1 Ichor per scene. Characters may resist with
a Wits + Subterfuge roll against the Leviathan's Intelligence + Occult.
"Depth 2": As above, and the Leviathan is master of its own dreams. Add (Sheol) in automatic
successes (or twice Sheol to its resistance trait) to all attempts by the Leviathan to maintain or defend
his dreams against invaders. add Sheol to attempts to invade the dreams of others
"Depth 3": As above, and the Leviathan may spend an additional Ichor to invade the mind of a
character whose dream they are observing. Asserting control over a dream is an Intelligence + Occult
check opposed by the Resolve + Power Trait of the dreamer. While in control, the Leviathan may
perform any social action that they could perform in person to the dreamer, but with an equipment
bonus equal to his (Sheol). The targeted individual behaves upon awakening as if the social action
occurred in conscious reality, though they do not necessarily believe the dream to have been real. Every
time the target suffers damage from any source while their dream remains under the Leviathan's control,
the target may attempt to awaken with a reflexive (Resolve + Power Trait + Total Damage Taken) roll
against the Leviathan's original successes on the control check.
"Depth 4": As above, and the Leviathan may affect the dreams of any character they have seen in the
last thirty days.
"Depth 5": As above, and the Leviathan may affect the dreams of any character who has ever seen them
in Apotheosis form, or any character within (Sheol) miles of the Leviathan's slumbering body.
"Depth 6": The Leviathan dreams and changes the world. He first sets an ultimate goal (“My cult shall
seize 37th street.” “Doctor Johanss will stumble across an idol and spiral into madness.” “The Mayor
will die.” “I shall rise again, when the stars are right”). The Leviathan then spends 4 Ichor and slumbers
as an extended action (1 day per Intelligence + Occult + Sheol roll) for up to (Sheol x 2) rolls. Each
success can be used to add one die to any action that might advance his goal, or to subtract one die
from an attempt to prevent it. Successes last for up to Sheol days after waking up or Sheol months so
long as the Leviathan slumbers. The Leviathan may have up to Sheol goals active at once, each goal
requires an additional four Ichor and extended roll (The Leviathan dose not have to wake up in the
interim). Each goal must be unique although the Leviathan may sacrifice any remaining successes and
start a goal afresh. Successes accumulated can also be used to affect the dreams of others as per the
previous iterations of this channel, or to increase the number of targets whose dreams the Leviathan can
invade - each success thus expended doubles the number of targets the Leviathan can affect. Use the
highest Resolve + Power Trait out of all targets.
Adaptation
Dream Awareness (OO) - While he is Dreaming the Leviathan may retain an awareness of what is
going on in the waking world, from any viewpoint within her Wake.
Dream Contagion (OOO) - The Leviathan may spend a Willpower and then declare a dream it is
control of contagious; it will affect all individuals within (Leviathan's wake diameter) of the original
target. Roll Intelligence + Occult vs. the highest Resolve + Power Trait out of all targets: on a success,
all characters in range have similar dreams over the course of several nights. The Leviathan's social
actions in the original dream are replicated (using his original roll results) and tailored to individual
targets.
Lord of Nightmares (OOOOO) - In Depth 3 or lower, the Leviathan may, after making eye contact with
a target, spend 1 Willpower to send the target into a waking dream. This is an instant action. The
Leviathan rolls (Intelligence + Occult + Sheol) opposed by the target's (Willpower + Power Trait). On
a success, the target experiences several hours of subjective interaction with the Leviathan in the span
of a turn, as if they were dreaming. The target is incapable of performing non-reflexive actions that turn,
but is not considered helpless. On an exceptional success, the Leviathan may opt for the target to
experience the dream in real time, asserting total control over the target's senses as a concentration
duration effect. A character whose senses are being controlled may spend a Willpower to attempt to
break free from the effect, rolling (Willpower + Power Trait) against the Leviathan's original successes.
Lord of Nightmares may only be invoked once per day per target.
Vestiges of Vitality The Progenitors were not invincible, if they were Marduk would never have been able to defeat them.
However if any creature came close to the ideal of invincibility it was the Progenitors. The many
defenses and armor gifted to the natural world by evolution; the shell of a turtle, the poison of the toad,
these are all available when the Tribe peruses the vestigial traits of Vitality.
The icons of Vitality of portray the Vestige as interlinked with perseverance and duty but also status
and privilege: It is a king whose strong back carries the weight of his crown, a citadel standing against
adversity, yet the best known icon is the oldest. A deception of Bahamut itself carrying a city.
Unchained Bahamut was said to be the largest and most invincible of it's brethren and the Bahamutans
are the tribe's unchallenged masters of Vitality. The Nu, Tanninim and the Thalassans also show
aptitude for Vitality.
[PICTURE: The Icon of Vitality: A ziggurat; a sinuous wave that represents the surface of the sea
almost reaches to the top of the first step. Below the wave all is black save for the slightest hint of an
eye in dark grey suggesting that the ziggurat is built atop some mighty creature. This image serves as a
watermark]
Birthright of Vitality The Birthright of the Vestige of Vitality is the Boon of Tides. While this power is in effect, the
Leviathan may breathe water as easily as air and is comfortable in any environment that is
predominately water, regardless of temperature, pollution or pressure. The Leviathan also gains Armor
1 when at least half-submerged. Its effect lasts for a scene.
Cost: 1 Ichor
Lifeblood of Titans (Ancestral Channel) The immense ancient creatures were beyond death as it is currently understood. A Leviathan who
pursues the remnants of this power in its blood finds that same spark of terrible life, which refuses to be
constrained to the scale of modern life.
“Depth 0”: Birthright of Vitality
“Depth 1”: +1 Size. Size from Lifeblood of Titans stacks with the regular increases from
Transformation.
“Depth 2”: As above, and +1 Health Level
“Depth 3”: As above, but now +2 Health Levels.
“Depth 4”: As above, but now +2 Size.
“Depth 5”: As above, but now +4 Size.
“Depth 6”: As above, but now +8 Size and +3 Health Levels.
Drawback: Get used to destroying your clothes when you Transform. Adaptations
A Mountain Walked (OOO to OOOOO OOO, Requires Sheol 3+): In Apotheosis Form the Character
may spend four Ichor and a Willpower point to grow enormously. They gain one size point a turn up
until a final size determined by the number of dots in this Adaptation: Respectively: 20, 25, 30, 35, 40
& 43. Leviathans may purchase a number of dots in this Adaptation equal to their (Sheol). Size granted
by this Merit, unlike Size granted from other sources, explicitly cannot be converted to Stamina via the
Depth 5 iteration of No Mysteries of the Flesh. Once a Leviathan has activated this Adaptation the
additional size remains until they Transform to a lower Depth. This Transformation takes longer than
normal: one turn per point of Size from this Adaptation.
A Size 15 character is roughly 2 stories tall and weighs roughly 8,000 pounds, or about as much as a
large SUV.
A Size 20 character is roughly 3.5 stories tall and weighs roughly 30 tons, or about as much as an IFV.
A Size 25 character is roughly 7.5 stories tall and weighs roughly 200 tons, or about as much as a blue
whale.
A Size 30 character is roughly 14 stories tall and weighs roughly 2,000 tons, or about as much as a
naval frigate.
A Size 40 character is roughly 30 stories tall and weighs roughly 20,000 tons, or about as much as an
aircraft carrier.
A Size 43 character is roughly 45 stories tall and weighs roughly 60,000 tons, or about as much as
Godzilla.
A Size 66 character is roughly 960 stories tall, the size of Mount Everest.
Sidebar: Size and Health The rules for temporary health dots (WoD Core. P 173) state that when a character looses a temporary
health dot such as one granted by A Mountain Walked they retain any damage within that health dot.
While this rule works nicely for small health bonuses it can start to act a little odd when a character has
a huge bonus. A minor wound could become fatal when a Character shrinks down after using A
Mountain Walked. There are two options for this: The first is to embrace it, even a moderately
wounded giant is trapped in its huge form until it can find a safe spot (not easy at titanic sizes) and heal.
The second is to use an alternative system for temporary health: Work out the proportion of Aggravated,
Lethal and Bashing damage in relation to the total health dots and ensure the proportion remains the
same after the character shrinks.
A second change you may consider is to make wound penalties apply earlier. For every 20 health dots a
character has move the start of each wound penalty two dot to the left. For example a character with 20
health dots suffers -1 at 14 dots, -2 at 16 dots and -3 at 18 dots. Making wounds penalties start earlier
provides a more natural progression than limiting them to the last fraction of a characters health but
also allows an impressive gap between when a Leviathan starts to weaken and when it finally goes
down.
Flesh of the Progenitors (Ancestral Channel) The hides of the ancient ones could turn the blades of humanity's finest champions. With this Channel,
a Leviathan can access that legacy of invulnerability.
“Depth 0”: Birthright of Vitality
“Depth 1”: The Leviathan develops 1/0 Armor (General/ballistic).
“Depth 2”: As above, but now 1/1 Armor
“Depth 3”: As above, but now 2/1 Armor, and the armor becomes bulletproof.
“Depth 4”: As above, but now 2/2 Armor
“Depth 5”: As above, but now 3/2 Armor
“Depth 6”: As above, but now 4/3 Armor, and the armor degrades all damage inflicted by mundane
weapons by one level, bashing is unaffected.
Adaptations
Adaption to Harm (OO) - In Depth 3 and lower, the Leviathan may expend 1 Ichor to "adapt" to an
attack that inflicts damage. The Leviathan's Armor is treated as being 1 rank higher against attacks of
that general type (bullets, punching, blunt instruments, etc.) for the rest of the scene. The Leviathan
may only be "adapted" to one such type of damage at a time.
Flexible Protection (OO) - In Depth 3 and lower, the Leviathan may roll Stamina + Sheol as an instant
action. He may move ranks of protection equal to his successes from general to ballistic or vice-versa,
increasing one by decreasing the other. He may not reduce a type of armor (general or ballistic) below
0.
Lead Ward (OO) - The ballistic values of the Armor granted by this Channel are all 1 rank higher.
Improved Carapace (OOO - OOOOO) - In Depth 6 the Leviathan increases the value of all armor
granted by this Channel by 1. At four dots increase by two and increase provide a bonus of one in
Depth 5. With five dots the bonus becomes +3,+2,+1 at Depths 6, 5 and 4 respectively.
Gift of the Turtle (OOOO) - In Depth 5 and lower, when performing a Dodge action the Leviathan may
sacrifice her Defense to increase Armour by Defense. If she does so do not double Defense or apply
merits such as Brawling Dodge.
Inviolable (OOOOO, requires Sheol 5) - In Depth 6, while being attacked by wake-vulnerable creatures,
the Leviathan may opt to use the armor granted by this Channel as Durability instead.
The Toad's Curse (Ancestral Channel) Approaching the ancient creatures of the depths was a hazardous experience; not only did they have
great power to bring to bear against interlopers but their very presence could overwhelm with toxic
secretions.
“Depth 0”: Birthright of Vitality
“Depth 1”: Unprotected beings in physical contact with the Leviathan suffer a -1 penalty on all actions.
After the contact is broken, the penalty lasts for a number of turns equal to the amount of time spent in
contact.
“Depth 2”: As above, but for every two rounds of full contact, the penalty increases by 1. If it ever rises
above the subject's Stamina + Resolve, they pass out due to pain. When contact is broken, the penalty
drops down to -1, and lasts as above.
“Depth 3”: As above, but now the penalty applies to any creature within close distance (close enough to
touch, even if not touching) of the Leviathan. If the region is left, the penalty now gradually decreases
(by 1 each turn), to a minimum of -1, which is suffered for the rest of the scene
“Depth 4”: As above, but now the penalty increases for each turn of contact.
“Depth 5”: As above, and creatures that have passed out due to exposure will suffer 1 bashing damage
for each turn of continued exposure beyond that point.
“Depth 6”: As above, but the cloud now covers a region with a radius in feet equal to the Leviathan's
Size.
Adaptations
Master of the Curse (OO to OOOO): The Leviathan can shut off this Channel reflexively and activate it
as an instant action. With the four-dot version of this Adaptation, he may apply this Channel's effects
selectively, omitting any allies in the radius.
World-Serpent's Endurance (Ancestral Channel) The Leviathan’s body channels more force than a creature it size should be capable of. It is a being of
terrible power, capable of crushing the earth itself should it stretch the length of it, and should it decide
to throw its force against the sea, great waves will rise up to drown the land.
World Serpent's Endurance is a Resistance Attribute boosting Channel. It boosts Stamina and has the
following unique powers:
“Depth 0”: Birthright of Vitality
“Depth 5”: +1 Health
“Depth 6”: As above, and the Leviathan reduces all bashing and lethal damage he suffers by 1, to a
minimum of 0.
Adaptations Tireless Vigor (OOO): In Depth 3 and lower, the Leviathan ignores up to his (Sheol) score
worth of penalties applied due to wounds or fatigue.
No Mysteries of the Flesh (Descendant Channel) Dice Pool: Intelligence or Stamina + Medicine + Sheol
Action Type: Extended (Each roll represents either one minute of work (first aid and diagnosis) or one
hour of intense concentration (for long-term treatment and major physical reconfiguration)
The Leviathan can exert near-total understanding and control of the physical functions of his body,
stopping or redirecting blood flow, diagnosing maladies, and repurposing muscles and organs to
increase his capabilities. The lesser examples of this power are acts of will (Intelligence), while the
more drastic changes are painful and strenuous (Stamina.)
“Depth 0”: Birthright of Vitality
“Depth 1”: By expending a point of Ichor, the Leviathan may diagnose illnesses in himself using this
Channel; he suffers no penalties for lacking tools (and in fact gains bonuses due to his Sheol.) He may
also perform minor field first aid, such as stopping a wound from bleeding and "setting" a broken limb.
“Depth 2”: As above, and the Leviathan may now apply any medical treatment that would be possible
with advanced equipment, up to and including performing what is effectively surgery on himself.
“Depth 3”: As above, and the Leviathan may now use drastic changes to remove the need for sleep, air,
water, and food. Each category requires 1 success for twelve hours of suppression. Healing time can be
increased as well - successes are divided between duration (12 hours per success) and degree of
increase (2 successes for a 100% improvement.) Increased healing burns increased energy. A Leviathan
healing at an increased rate requires a proportional degree more of food, water, and sleep than usual.
Suppressing the need for these only suppreses one "normal amount" of need, requiring increased
successes to compensate for the increased needs.
The Leviathan may expend an additional Ichor to perform a check in less time - one turn or ten minutes
depending on the procedure.
“Depth 4”: As above, and the Leviathan may now expend three successes on a drastic change to
"shuffle" a dot from one Physical Attribute to another. The change lasts for one hour, and increased
successes can increase the duration by thirty minutes per additional success. The Leviathan may only
have dots equal to his Sheol "shuffled" at any one time.
“Depth 5”: As above, and the Leviathan may now control his density. He may "swap" his Size and
Stamina with a drastic change. This requires one success for each dot of change (So a Size 5, Stamina 3
Leviathan would require two successes.) The change lasts for one hour, and increased successes can
increase the duration by thirty minutes per additional success.
“Depth 6”: As above, and the Leviathan may now use a drastic change to increase one Physical
Attribute by a single dot. This requires successes equal to twice the current rating. The change lasts for
one hour, and increased successes can increase the duration by thirty minutes per additional success.
The Leviathan may expend 3 additional ichor to perform a check reflexively or in a single minute,
depending on the procedure.
Adaptations
Autosculpting (O) - The Leviathan may select a single physical Merit with a dot rating equal to or less
than his Sheol. In Depth 3 and lower, he may use a drastic change to gain access to that Merit. This
requires successes equal to its dot rating, and provides the Merit for an hour. Additional successes can
increase the duration by thirty minutes per additional success. The Leviathan must otherwise qualify
for the Merit when gaining it (but may use the increased traits of his Depth 3 form to determine if he
does or not.) This Adaptation may be purchased mulitple times, each time allowing access to a different
Merit. Only Merits that can be explained as raw physical traits can be gained in this fashion (so no
Stunt Driver or Fighting Styles.)
Vigor of Protean Kings (Descendant Channel) Description
Dice Pool: Sheol, when relevant.
Action Type: Reflexive
The Leviathan may use Ichor to improve his Attributes, circulating his divine blood throughout his
body.
"Depth 0": Birthright of Vitality
"Depth 1": The Leviathan may boost a single Physical Attribute by 2 for a single turn. He may not
invoke this Channel multiple times for the same Attribute, but may have multiple instances active for
different Attributes.
"Depth 2": The Leviathan may lengthen his limbs by one meter for each point of Ichor bound into this
Channel.
"Depth 3": The Leviathan may spend an additional point of Ichor to apply the depth one iteration of
this Channel twice to a single Attribute.
"Depth 4": The Leviathan may reflexively make shapechanging attempts.
"Depth 5": The Leviathan adds Damage to the "Attributes" he may boost with this Channel, essentially
growing claws or teeth. This will be Bashing damage but if the Leviathan has natural weapons from
another Channel they may enhance those instead.
"Depth 6": The Leviathan may expend 3 additional Ichor to extend this channel's effects on one
Attribute to scene-length.
Adaptations
Potent Ichor (OOO to OOOOO) - At Sheol 3 and the third level of this Merit, boosted attributes are
raised by 3. At Sheol 6 and the fourth level of this Merit, boosted attributes are raised by 4. At Sheol 9
and the fifth level of this Merit, boosted Attributes are raised by 5.
Tide of Flesh (OOOOO, Requires the Hydra's Rebirth, No Mysteries of the Flesh, and Sheol 4) - When
transforming into Depth 6, or with a Transformation action in Depth 6, the Leviathan may choose to
become a creature of formless protoplasm. Leviathans who do this frequently may even find that their
earlier forms lead towards protoplasm. As a formless tide the Leviathan gains the following benefits:
It can flow through obstacles, moving its full Speed across all types of terrain. Only a watertight seal
can repel it. It attacks with the higher of its Dexterity or Strength.
Effects that target a specific part of its body, such as aimed attacks, fail automatically. It is immune to
toxins and disease.
It may reflexively perform one of the following actions per turn:
If it successfully performed an Overpower maneuver in a grapple last turn, it may repeat the exact
maneuver this turn.
Rearrange its Physical Attributes, excluding effects from this Channel, in any manner.
Enhance a Dodge, adding (Stamina) to its Defence this turn.
Rituals The Wicked Tribe's reputation is forever stained by tales of horrific rituals, orgies of bloodshed and
excess. To Leviathans and their Cults these are no mere stories but facts of life; baring certain Vestiges
the divine power of Tiamat's blood flowing through the Tribe is unfocused and directionless. Only by
using a Cult as a focusing lens can a Leviathan call upon their true birthright. To defy the limits of the
post-primordial world and wield the power of a god.
Performing a Ritual requires a Cult and consumes a Task. More powerful rituals require more cultists,
generally a Cult must have equal or more dots in Numbers than the Ritual's rank. A Ritual doesn't
require the entire cult, but if you need twenty people in robes it helps having a significantly larger Cult
to cover shifts, look after the baby or provide an alibi. When a Leviathan really needs a Ritual they can
ask their cult to pull out all the stops: call in sick, leave the kids with unsuspecting friends and family
or just not show up to prior commitments. Afterwords cultists require some time to smooth things over.
Mechanically a Leviathan may spend two tasks to double Cult Numbers for the purposes of one Ritual.
The standard roll for a Ritual is Sheol + Zeal + Occult of the lead ritualist (Usually the Leviathan or a
High Priest). Players who create consistent and well thought out symbolism or theology behind their
Rituals may get bonuses. Most Rituals have a Sacrifice which can range from taking ritual drugs to
murder. More ethical cults can use an Effigy instead of a Sacrifice although this creates a penalty equal
to the Ritual's rank. Not all cultists are willing to kill for their god. “Lesser” torture that an average
person can be expected to make a full recovery from requires Zeal 2. More serious torture that will
leave permanent (physical or mental) scars or murder requires Zeal 3. A cultist asked to sacrifice
themselves or a loved one needs a Zeal one higher than normal, there is no increased requirement for
asking cultists to sacrifice a fellow believer. Of course unwilling Cultists will try their best to escape or
disrupt the ceremony just like any other unwilling sacrifice. If the cult has insufficient Zeal a Leviathan
may attempt to persuade them anyway. Roll Presence + (Persuasion or Intimidation) + Zeal – Required
Zeal. A Leviathan who frequently persuades his Cult to perform hideous rituals should expect to see his
Cult's Zeal rise.
Sidebar: Know Your Limits The rules described below depict human sacrifice, torture and abusive authority figures within a
religious framework. Although Leviathan: The Tempest casts players as members of “Earth's most
Wicked Tribe” it is not a race to the bottom of monstrous depravity. A game where players try to
construct a moral framework and social identity they can live with out of a monstrous heritage is as
valid an interpretation of the themes as trying to become the tyrannical God-King of Innsmouth.
Players who are uncomfortable with human sacrifice, torture or outright evil portrayals of religion,
whether or not a given Leviathan models his cult on, or disguises his cult as, a popular real world
religion are not “playing the wrong game”. The gaming group should discuss what they are
comfortable with. It's ok to drop out of character for the duration of a horrific ritual and just roll dice
without narrative, you can impose a rule that Cults cannot resemble any religion still practiced today. If
you want to tone things down a notch remove the dice penalty for using an Effigy.
Know your limits and don't break them.
Learning new Rituals Rituals come naturally to Leviathans. Both the act of leading the faithful in ceremony and steps of the
Ritual seem intuitive, it feels right. That's not to say a Leviathan can just ad-lib their way to plagues of
biblical proportions. Creating a Ritual requires study, intuition and experimentation: An extended Sheol
+ Occult roll requiring (Dots squared) Successes in addition to the experience points. Each roll takes
one day.
An easier method is to adapt a pre-existing Ritual. This is significantly easier and only requires the exp
cost of the Ritual, as well as a teacher or written instructions. Not all Leviathans write down their
Rituals but most do: Nothing says “Important” about a religion like stone tablets. Rituals can't be used
as is, or rather they usually can but from a personal perspective they're unsatisfying. All Rituals
incorporate elements of their creators personal theories on tribal history, their place in the world and a
wider mythology or cosmology. When you're devout your religion is an important part of your self
identity and for a Leviathan that's no different. Using another's Ritual without adaptation is like a
devout believer attending a another faith's service. It can be enjoyable, it can be interesting to see
another culture but it's not your beliefs and it never will be.
Eldritch Lore (O to OOOOO) All Leviathans can lead their Cults in rituals which unleash great and terrible effects on the world. The
least of this power, directing the Cult to perform rituals that replenish Ichor is known to all Leviathans,
it comes as naturally as breathing. To do more requires study, dedication and understanding of Eldritch
Lore.
A Leviathan can learn as many rituals as they have time and Experience points for but they cannot
learn a Ritual with more dots than their dots in Eldritch Lore. Upon increasing Eldritch Lore a
Leviathan learns a free Ritual equal to his new dots in Eldritch Lore. For example upon buying the
third dot of Eldritch Lore the Leviathan gets a free three dot Ritual.
Portents One common thread to the Tribe's Rituals is the power of the seas and the heavens. The fetters of
geometry and time held the Progenitors lightly, their descendants may sometimes feel a connection to
the movement of the planets and the changing of the tide. At no time is this expression stronger than
when working the most abstract of their powers.
All the sample Rituals have one favorable tide and one hostile tide – the two are almost always
opposite – as well as one favorable planet and one hostile planet. Every Leviathan's Rituals are
different and not all follow the above system, some work according to principles quite unknown to
human occultism and may even include omens unrelated to the sea or stars but for simplicity the
sample Rituals use the planets of the Western Zodiac and a system of four tides of our own creation.
When the stars are right rituals are more effective. Each auspicious Portent that shines upon a Ritual
gives +1 to the dicepool. However each ominous Portent gives a -1. If both auspicious Portents and
neither ominous Portent are true then the dice pool also gets 9again however attempting a Ritual when
both ominous Portents are true without the security of either auspicious Portent degrades a normal
Failure into a Dramatic Failure. Fortunately under the following system each 12 hour tidal cycle is
divided into four tides that last four hours. Only the most ignorant or desperate Leviathan need perform
a Ritual against a hostile tide.
Sidebar: Increasing the power of Portents (Optional Rule) For simplicity we've kept the number of Portents in every Ritual to a minimum. It does however make
sense that more powerful Rituals would require a more intricate balance of signs. Storytellers who wish
to focus on the religious themes have two options for expanding the power of Portents. These rules may
be done on a player by player basis, after all every Leviathan's Rituals are unique.
The first is to increase the number of ominous, but not auspicious, portents to represent the increased
difficulty of more powerful Rituals. Either one negative portent per Dot or per two Dots rounded up.
The second is to allow the players to change the amount of portents in a Ritual in exchange for
Experience points. Every auspicious Portent increases the cost by one and every ominous Portent
decreases the cost of the Ritual by one. The Storyteller may include a minimum number of Portents.
When changing the number of Portents the Storyteller should consider how how this changes the
probability of getting only and all auspicious or ominous Portents. We recommend that the current
effects occur if either side outnumbers the other by two Portents. If one side outnumbers the other by a
whole four Portents consider introducing a further effect respectively: 8again and no rerolls with 1s
subtracting successes.
Sidebar: Signs and Symbols If you are creating your own rituals and wish to include them within this system here are descriptions
of the signs used:
High Tide: A High Tide is used whenever the Leviathan is directly using his powers or enhancing his
own strength.
Flood Tide: A Flood Tide is favorable when the Leviathan is granting a blessing to others, most
commonly her Beloved.
Ebb Tide: An Ebb Tide grants fortune when the Leviathan is placing a curse upon others, or granting a
blessing saner individuals would consider a curse.
Low Tide: A Low Tide blesses any Ritual designed to weaken the Leviathan who performs it, it is
rarely an Auspicious Portent
Mercury signifies social interaction.
Venus signifies love.
Mars signifies conflict and danger.
Jupiter signifies business and wealth.
Saturn signifies death and failure.
Uranus signifies change.
Neptune signifies mental disease.
Pluto signifies rebirth.
List of Rituals
Call the Leviathan (O) Leviathans have powerful Channels that let them keep track and communicate with their Cult over vast
distances. Sometimes its useful if the Cult can call back, this ritual allows a Cult to contact their god, to
inform or beg her aid.
Sacrifice: A Cultist uses drugs to enter a suggestible state of mind. They will become the mouthpiece of
their god. Typically the Cultist will suffer fevers (2 bashing damage) and a nightmares (one willpower
point) for the duration of the ritual but barring frequent uses there are no long term effects.
Effigy: A Cultist uses meditation, massage or hypnotherapy to enter the right state of mind. They still
suffer nightmares but not the fever and repeated uses of this ritual are not risky. Some find it gets easier
with practice.
Auspicious Portents: Flood Tide and Mercury
Ominous Portents: Ebb Tide and Mars
Sample acts: The cultist meditates on a personal possession of the Leviathan. The cultist breaths deeply
from a object that carries the Leviathans scent. The Cult burn or throw small bribes into a pool. The
Cult spend time treating a cultist as though she was the Leviathan, such as by feeding her the
Leviathan's favorite foods.
Roll: Sheol+Zeal+Occult
Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses Eye of the Watchful
Deity (+2). The Leviathan possesses Anointing the Prophet (+1). The Leviathan possesses Besieging
the Tower of Will (+2). The mouthpiece has a mild derangement (+1). The mouthpiece has a sever
Derangement (+3).
Dramatic Failure: The Cultist makes contact with some other psychic being who may be hostile and
now aware of the Cult or perhaps the Tempest itself which doubles the negative effects of this ritual.
Failure: The effort is wasted.
Success: The Cult makes contact with the Leviathan. The connection remains open for as long as the
Leviathan wishes and allows two way communication with the cultist in a trace Serving as both mouth
and ears. Splitting focus levels a general -3 penalty but the Leviathan may put the Cult “on hold”.
Exceptionally long connections may cause additional problems for the cultist serving as the link.
Exceptional Success: No additional benefit.
Divining Ritual (O) In order to attain one's goals, it is important to first know where your desired target is. This ritual
enables a leviathan to find whatever it is they are looking for, whether it is the mortal investigator who
was spying on them or ruins left by an ancestor's psyche within the rift. This ritual normally requires a
name or object to use as a focus, a Leviathan can search for something general but this is limited to
well known information.
Sacrifice: A bowl of water mixed with the blood and bones of a freshly killed fish.
Effigy: A bowl of water mixed with twigs floating on the surface.
Auspicious Portents: High Tide and Jupiter
Ominous Portents: Low Tide and Saturn
Sample Acts: The Leviathan meditates on the bowl while the rest of the cult chants, the Leviathan leads
the cult in a chant praying for guidance before looking into the bowl, the cult meditates on an image of
whatever it is the Leviathan seeks while the Leviathan himself stares into the bowl. The Leviathan
interprets bones thrown or blood splattered onto a map.
Roll: Sheol+Zeal+Occult
Dramatic Failure: Rather than the Leviathan getting any information on their target, the target (or
someone related to it in the case of an inanimate object) gets a sudden flash of insight that something is
stalking them. A Leviathan looking for a rift artifact recovered by an archeologist may find that
security on the warehouse where it is being kept has been tightened due to suspicion that a burglar will
rob the place, for example.
Failure: The Leviathan gains no insight into the location of whatever they are looking for.
Success: The Leviathan knows exactly where the object of their desire is at the time of the ritual, and
where it will be for a period of hours equal to the number of successes rolled.
Exceptional Success: In addition to knowing where the target is, the Leviathan learns something useful
about the target, such as the fact that an artifact they are looking for is actually just a fake or that the
Marduk operative they are looking for is currently with other members of his cell.
Suggested Modifiers: The Leviathan has the Oroborus' Kin Ancestral Channel (+2), The Leviathan has
detailed knowledge of the target (+1), The target object used to belong to the Leviathan or the target
person is one of the Leviathan's Beloved (+2), The Leviathan lacks any significant knowledge of their
target, such as looking for "the man I glimpsed in the shadows spying on me yesterday" (-1), The
Leviathan is looking for something general such as trying a skilled lawyer to recruit into their cult (-2).
The Leviathan is looking for something currently in a Temple (-1 per dot of Security). The Leviathan is
looking for something lost for decades (-1 per 10 years lost).
Rouse the Faithful (O) While a Leviathan can always expect their cultists to worship or fight loyally, sometimes this isn't
enough. Perhaps the cult is full of green members who don't have the faith necessary to carry out some
of the darker rituals, or perhaps they simply don't have practical experience at kidnapping or murder.
Regardless of the shortcomings of your cult, they can be overcome with sufficient faith. This ritual acts
to increase the fanaticism of your cult temporarily, binding them in collective guilt and loyalty so they
will fight all that much harder in your name.
Sacrifice: An enemy or failed cultist is publicly beaten, flogged or otherwise "made an example off".
Effigy: The Leviathan slowly destroys a representation of an enemy while whipping the cult into
righteous anger.
Auspicious Portents: Flood Tide and Venus
Ominous Portents: Ebb Tide and Saturn
Sample acts: The Leviathan hosts mock combat to get the adrenaline flowing. The Leviathan leads the
cult in a series of prayers to the Progenitors lasting a full day. The Leviathan preaches the inherent
inferiority of unbelievers. The Leviathan leads their cult in a complex ceremony said to grant divine
favor to the cultists.
Roll: Sheol+Zeal+Occult
Suggested Modifiers: The Leviathan has the Hunter’s Terrible Beauty Channel (+2), The cult
completed their last task with an exceptional success (+2) The Leviathan is greatly liked by their cult
(+1), The Leviathan is greatly feared by their cult (+1), The cult failed in their last task (-1), The cult
exceptionally failed their last task (-2), The cult lost a dot in either numbers or a temporary dot in zeal
as a result of a failure in their last task (-2), The cult lost both a dot in numbers and a temporary dot in
Zeal as the result of a failure in their last task (-3).
Dramatic Failure: The cultists are left either demoralized or complacent after your preaching. The next
task you order them to undertake is made at a -3 penalty; if you order them to worship you next, you
receive Ichor equal to your cult's Zeal-3.
Failure: You efforts may invigorate the cultists temporarily, but you fail to truly increase the depth of
their fanaticism.
Success: Your supernatural hold over the minds of your cultists is increased. For the next task you
order your cult to undertake, you gain additional dice equal to the number of successes scored in this
ritual. If you do not undertake another task within the next week, the effects of this ritual are lost. For
as long as the Cult possesses this bonus they gain a mild Derangement to represent fanatical zeal,
Narcissism and Vocalization are common, feelings of guilt may cause Suspicion as the cultist feels
everyone knows what happened at the last meeting.
Exceptional Success: No additional benefits beyond gaining an even greater bonus to the next task you
attempt.
Divine Mandate of Judgement (OO) This ritual enables the Leviathan lay a curse of vengeance on any Wake-vulnerable target that renders
them vulnerable to the Leviathan's wrath.
Sacrifice: The Leviathan repeatedly scars himself. With each scar he names a crime committed by the
accused and swears vengeance. These crimes can be anything provided the Leviathan genuinely
believes they deserve punishment. Scarification causes two dots of Lethal damage which under normal
circumstances will not heal for as long as the ritual is active. Supernatural healing can be used but this
breaks the oath: For the remainder of the Ritual's duration both bonuses and penalties are reversed and
the victim becomes immune to the Wake. The accused will still subconsciously recognize that the
Leviathan is at a disadvantage, this does not override common sense.
Effigy: The Leviathan tightly binds knotted ropes, jewellery, or some other mnemonic to her body. If
the mnemonic is removed for more than Composure turns this will break the oath.
Auspicious Portents: High Tide and Mars
Ominous Portents: Low Tide and Pluto
Sample acts: A defense attorney defends the accused but is defeated. The Leviathan makes reference to
coded laws, either national laws or those of his cult. Witnesses are called to testify before the
congregation.
Roll: Sheol+Zeal+Occult
Suggested Modifiers: The accused committed an actual crime such as theft (+1). A serious crime such
as rape or murder (+2). An unforgivable crime such as murdering a baby (+4). The accused is a
Beloved who betrayed the Leviathan or broke the laws of her cult (+2). Only the Leviathan could
consider the crime worthy of punishment “She insulted me!” (-1). Even other Leviathans would
consider the crime incredibly petty “He cut me off in traffic!” (-2). The accused is a police officer,
judge or other servant of the law (-1). The Leviathan is a Tanninim (+1).
Dramatic Failure: The Ritual rebounds onto the Leviathan, he is considered to have broken the oath
with successes equal to Zeal.
Failure: Nothing happens.
Success: The Leviathan receives a bonus equal to her Successes for physical attacks against the
accused and any opposed rolls made by the accused to hide or flee from the Leviathan are penalized by
Successes. This lasts a week. While under the rituals effects the accused feels a constant scene of dread
while under the Leviathan's Wake and instinctively recognizes that the Leviathan is attempting to kill
them though they might doubt their instincts if the Leviathan does nothing hostile.
Exceptional Success: No additional benefit above a very potent effect.
Drowning Ritual (OO) It's a known fact that some people are just plain immune to becoming Beloved. Many would by kings
among the tribe have been frustrated by their inability to recruit the local politician, richest man in town
or sheriff to cement their rule. Though not nearly as useful as a true beloved Drowning can be the next
best thing.
Ritually drowning can be used to create a loyal slave unimaginatively named a Drowned. The Drowned
are a curious specimen. When following their instructions they possess all the skills and memories they
had in life but lack any independent thought or initiative, this limits them to clear goals. “Take
detective Jones off the docklands-ripper case” is good, “Run the sheriff's office like normal until I need
you” just wont work. When a Drowned really is required to run the office most Leviathans assign a
Beloved to do the thinking. Those of the Tribe who care still debate weather the original mind still
exists trapped within the Drowned or if it perishes during the ritual, so far no psychic Channel of the
Tribe has found any trace.
A Drowned can survive for one day per Sheol. After that they start to bloat and decompose like a
waterlogged corpse losing one dot in every Physical Attribute per day. Once an Attribute reaches zero
dots the Drowned is permanently destroyed. Curing a Drowned with anything less powerful than
outright resurrection is probably impossible, if it can be done it hasn't come to the attention of the Tribe.
Sacrifice: A Wake vulnerable victim is force fed a live fish or creature that resembles the Leviathan
(and it must remain alive, no chewing) then held underwater until dead by drowning. This for those
who can't see the obvious, is murder. A willing Cult requires Zeal 3, Zeal 4 in the case of self sacrifice.
Effigy: None, the victim is the entire point. Technically an Effigy of the fish can be used at the usual
penalty but by the time a Cult is performing this ritual they've long gone past caring about animal
cruelty.
Auspicious Portents: Ebb Tide and Pluto
Ominous Portents: Flood Tide and Neptune
Sample acts: The victim is made to sign a contract of servitude. The victim abandons something
symbolic to their old life. Practices from the cults funeral or birth services are incorporated into the
ritual. The victim undergoes the ritual after mundane indoctrination. The victim is sent into visionary
trances themed around servitude or the Leviathan's magnificence.
Roll: Sheol+Zeal+Occult
Suggested Modifiers: The victim has a mild derangement (+1). The victim has a sever derangement
(+2). The victim's Willpower is greater than the Leviathan's Presence + Sheol (-2). The Leviathan's
Presence + Sheol is greater than the victim's Willpower (+1). The fish only vaguely resembles the
Leviathan (-1). The Victim is an Ahab or Atoll (automatic failure but they will obviously still die if
drowned).
Dramatic Failure: The victim becomes a Drowned but is violently insane and aggressive rather than
obedient.
Failure: The victim dies naturally.
Success: The victim becomes one of the Drowned.
Exceptional Success: Not only does the victim become a Drowned it will last an extra day before
decomposition.
Face-Stealing Ritual (OO) Using this ritual, a Leviathan can turn into a perfect duplicate of anyone they choose, enabling them to
impersonate key figures to advance their cause.
Sacrifice: The Leviathan must devour the person who they wish to imitate. For Leviathans with more
discerning pallets, the sacrifice can be cooked or seasoned first.
Effigy: The Leviathan devours an effigy of a human with an image of the target attached. A man made
out of sausages adorned with a photograph of the victim, for example. Yes, you have to eat the
photograph as well.
Auspicious Portents: High Tide and Pluto
Ominous Portents: Low Tide and Mars
Sample Acts: Devouring the screaming victim whole while the cult chants, Having a cannibal feast
where the Leviathan and members of the cult eat the victim together, Having the cooked flesh of the
victim served to the Leviathan one piece at a time by the cult in a mockery of an extravagant dinner.
The Leviathan adorns the victim's personal possessions or identification.
Roll: Sheol+Zeal+Occult
Dramatic Failure: The ritual distorts the Leviathan's features into a bizarre mix of traits from both his
normal form and the victims form, such as having one of the victims eyes growing sideways on his
forehead while a twisted, deformed arm dangles from his chest. For the next week, the Leviathan is
obviously inhuman to all observers regardless of what Depth he is in.
Failure: The Leviathan looks the same as always.
Success: For the next week, the Leviathan looks perfectly identical to the victim while in Depth 0,
granting +3 dice to disguise rolls (which increases to +5 if you also devoured the victim's memory with
the Assimilation adaptation of Besieging the Tower of Will). In all other depths, the Leviathan retains
their normal form. During this time, you cannot return to your normal depth 0 human form.
Exceptional Success: In addition to taking the victim's form, your body remains flexible enough to
transform back to your normal shape. For the next week, you may switch between your normal
appearance and the appearance of the victim while in depth 0 as a reflexive action.
Suggested Modifiers: You possess the No Mysteries of the Flesh Descendant Channel (+2), The victim
looked fairly similar to the Leviathan (+1), The Leviathan's vice is gluttony (+1), The victim was a
different sex than the Leviathan (-1), The victim looked absolutely nothing like the Leviathan at all (-1),
The victim's normal size was different than the Leviathan's normal depth 0 size (-2, -3 if they were 2
points away from the Leviathan's base size.)
Chimera Ritual (OO) This particularly hideous ritual allows a Leviathan to turn a willing, or unwilling, mortal into a
Lemashu. In the past this has been used to create armies of slathering Hybrids, to create more subjects
for breeding programs (A venture doomed to failure. Hybrids created by this ritual birth children with
horrible genetic defects but Tiamat's blood runs no thicker in their veins than it would had their parent
not undergone this ritual.) Most horribly this ritual has been used to break the body and minds of those
who displeased the Leviathan.
Forcing an unwilling mortal through this Ritual is a Tranquility 4 Disruption. Cultists will
unflinchingly agree at Zeal 4 but remember that Beloved are considered unable to give proper consent
no matter how willing they claim to be.
Sacrifice: The mortal who will become a Lemashu is the Sacrifice. They must take Ichor equal to their
Stamina. The victim requires Zeal 4, other participants require Zeal 3.
Effigy: None, the sacrifice is the entire point.
Auspicious Portents: Ebb Tide and Pluto
Ominous Portents: Flood Tide and Neptune
Sample acts: The mortal destroys or gives away something representing their old life. The mortal
adorns body paint or costumes so they resemble a Hybrid. Lemashu take the mortal from a group of
mortals and walk him to the alter. The mortal shares a meal or some other domestic scene with
Lemashu.
Roll: Sheol+Zeal+Occult extended. Mortals may resist with Stamina alone.
Suggested Modifiers: The Leviathan possesses Everflowing Fetid Growth (+2). The victim comes from
a family closely marked by the Tribe (+1). The victim has little or no Tribe ancestry (-1). The Victim
has Iron Stamina (-1 per dot). The Victim has Natural Immunity (-2).
Dramatic Failure: The mortal perishes, their corpse shows hideous mutations and may have to be
discreetly disposed.
Failure or the Mortal wins the roll: The mortal takes lethal damage equal to the Leviathan's Sheol as
their body violently rejects the ritual.
Success: The mortal gains the Lemaushu template appropriate to the Leviathan's Strain with it's
appropriate Mutation and two additional dots of Mutations per Success assigned by the Storyteller. If
the mortal was not Beloved they immediately become so although the mental strain causes a sever
Derangement that lasts until they loose Beloved status. On rare occasions this rituals has been known to
result in an Ahab, even if performed on a Beloved (actual Ahabs always remain an Ahab).
If the Lemashu's final Depth is low enough that their maximum Intelligence is lower than their current
Intelligence then the Hybrid gains a permanent sever Derangement and looses two dots of Morality for
every dot of Intelligence lost to represent catastrophic mental damage.
Some Leviathans have tried to use this Ritual on Atolls, perhaps thinking that a since a Hybrid Atoll
would be separate from mortal society they would be forced to seek the company of the Tribe. This
never works: Firstly Atolls have a much easier time resisting the ritual: They roll Stamina + Resolve +
Morality. Secondly if the Ritual does succeed the Atoll immediately falls into a permanent vegetative
state. Neither medical science or the Tribe's powers can hope to revive him. At the Storyteller's
discretion other supernatural abilities might work, this requires moving the Atoll's mind to another
body or removing the Hybrid template. For all intents and purposes assume the Leviathan has just
killed an Atoll and must suffer all the repercussions that entails.
Exceptional Success: The Leviathan may choose where to apply half the new Aspect dots, the other
half are chosen by the Storyteller.
Creating the Eternal Spring (OOO)
This ritual, quite simply, creates a tiny gate into the Rift, through which the waters of that strange realm
eternally flow. The water from this spring behaves just like normal water except that if a Leviathan
uses it to regain Ichor via Resonance it occurs at twice the rate, one Ichor per hour. The water pours out
at about the rate of that from a garden hose.
Sacrifice: A mortal (willing or unwilling) is made to hold his wrist over a bowl and one of the arteries
in his wrist is cut. Enough blood is drained into the bowl to fill it to the brim. Without immediate
medical attention it is quite possible that the sacrifice will bleed to death.
Effigy: an animal of at least Size 4 is used in place of a human. Auspicious Portents: High Tide and
Jupiter
Ominous Portents: Low Tide and Saturn
Sample acts: The blood in the bowl is mingled with a Leviathan’s. The Leviathan exalts the power of
the Progenitors to come into the world while the Cult dances in circles around him. The Leviathan
pours the blood onto the spot where the spring is meant to be. The blood is poured into an ornate
fountain carved with ancient glyphs.
Roll: Sheol+Zeal+Occult
Suggested Modifiers: The location of the ritual is near a large water source such as the sea or a large
lake (+2), the location of the ritual is near a moderately large water source such as a river (+1), the
Leviathan performs the ritual in the Rift while the cultists perform it simultaneously in the normal
world (+1), the location of the ritual is not near any significant natural source of water (-2), the
Leviathan posesses the channel Being of Primordial Waters (+1).
Dramatic Failure: Instead of water pouring out, a supernatural venom erupts from the spring. Any who
touch it suffer 1 point of Lethal damage for each turn they are in contact with it as well as extreme pain
and disorientation. The spring flows for minutes equal to the Leviathan’s (Sheol x 2) and when the
spring dries up all extant poison vanishes as well. Any plants that touch the venom lose their leaves and
die while twisting into shapes which almost make it seem that they are contorted in pain. Surfaces that
the venom flows over gain decay; iron rusts, copper goes green with verdigris and wood rots.
Failure: The ritual has no effect.
Success: The ritual succeeds in creating an eternal spring of water imbued with the power of the Rift.
The spring can only be destroyed by supernatural means or complete restructuring of the area.
Exceptional Success: The spring is noticeably larger, instead of a garden hose it is more like a low-
powered fire hose.
Creating the Lesser God (OOO) Leviathans do not just beget Leviathans, or even mortals or the half-mortal Hybrids. A Leviathan with
the correct skills and knowledge can follow Tiamat's footsteps and birth monsters of their own. With
this Ritual, a Leviathan's Cult can call forth one of those creatures known as “offshoots”
Sacrifice: A Cultist ritually scars himself and is thrown into a body of water large enough to completely
submerge him.
Effigy: An animal no smaller then the offshoot being summoned is ritually scared and thrown into a
body of water large enough to completely submerge it.
Auspicious Portents: Ebb Tide and Pluto
Ominous Portents: Flood Tide and Saturn
Sample acts: The cultist carves the features of the offshoot they want to become into their flesh. The
cultist acts like the offshoot they want to become. Cultists chant about the virtues of inhumanity.
Roll: Sheol+Zeal+Occult
Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses the Creator of Life
Adaptation (+1). The Leviathan possesses the Craftsman of Life Adaptation (+1). The Leviathan
possesses Everflowing Fetid Growth (+2). The Cultist has a mild derangement (+1). The Cultist has a
severe Derangement (+3) The Leviathan lacks Womb of Terrors (-3).
Dramatic Failure: The sacrifice's body tears itself apart and dissolves away.
Failure: The effort is wasted.
Success: The Leviathan is contacted and may spend 1 ichor + the degree of offshoot being summoned.
If done so, over the next round the sacrifice’s body unravels at the sites of the scars as a first or second-
degree offshoot is birthed from its remains. The Leviathan may create a new offshoot when this Ritual
is being preformed, but doing so levies a -2 penalty to the roll. This offshoot is not added to the
Leviathan's normal collection of offshoots. A Cultist transformed in this way keeps his Mental and
Social attributes, skills, and merits. A transformed Cultist cannot regain Morality if lost, as in a
fundamental way, they are no longer human. Every day the Cultist takes one point of aggravated
damage until they dissolve into a pool of blood and seawater. An offshoot spawned from an Effigy lasts
for a scene before dissolving away.
Exceptional Success: As a normal success, except a Cultist only takes a point of aggravated damage
every other day. An Effigy survives as a Cultist would on a normal success.
Ritual of the Sacred Triangle (OOO) Every year people slip through the Gatewaters and into the Rift, every few years an entire ship or
airplane is drawn down into those tempestuous waters and sometimes it's no accident. When a
Leviathan wishes to sink a ship without personal combat or draw it away from any witnesses they may
call the Rift to rise up and drag entire vessels into the abyss.
Sacrifice: A Beloved must be near or on the target, a second Beloved linked by blood is then held under
water and violently killed, mimicking the violence of the tempest.
Effigy: The second is held underwater and beaten, nothing more than mild bruising is required.
Auspicious Portents: High Tide and Uranus
Ominous Portents: Low Tide and Jupiter
Sample Acts: Jars of water from the Rift are left on the target. The Sacrifice is drowned within the rift
itself. A “map” of the Rift is overlayed onto a map of the Shore and the ritual is modified for the
target's position.
Roll: Sheol+Zeal+Occult extended.
Dramatic Failure: The ritual chamber is pulled into the Rift. The Leviathan will have to act fast to
protect her Cult from the Tempest or just drowning.
Failure: The Ritual fails to take effect.
Success: The Cult makes progress on the Ritual, when Successes equal the target's Size it is pulled into
the Shallows. Generally speaking humans will quickly drown. Ships might remain intact if they don't
land in a rough part of the tempest but they'll be inoperable. If they are not destroyed by the Tempest
submarines remain functional but excepting downright implausible luck leading them to a large
Gatewater they're trapped in the Rift.
Exceptional Success: Not only does the Cult make significant progress, if the Ritual is completed the
target will arrive in a convenient part of the Rift.
Suggested Modifiers: Natural Gatewater present (+2). Naturally calm waters (-1). The Sacrifice and the
anchor are related only by a blood brothers declaration (-1), they're blood family (+0), siblings (+1),
fraternal twins (+2), identical twins (+4), the target is out of sight of land (+1), the target is near
significant amounts of land (-1), the target is docked at land (-4), The target is in a Gatewater (+2).
Plague Ritual (OOO) Through this ritual, the Leviathan inflicts a supernatural plague upon an unfortunate target causing
them to wither and, potentially, die over the course of just a few days. This ritual can effect
supernatural beings if they are still susceptible to disease.
Sacrifice: The ritual sacrifice of a human suffering from a significant or terminal illness. If a suitably
diseased human cannot be found, the ritual will also function by fatally poisoning a human and
sacrificing them before the poison runs its course.
Effigy: Ritual chanting while the cult circles a human suffering from an illness or non-fatal poisoning.
Poisoning a member of your own cult is an acceptable way of getting this effigy, though doing so
would be a tranquility 5 disruption.
Auspicious Portents: Ebb Tide and Saturn
Ominous Portents: Flood Tide and Venus
Sample Acts: Blood or vomit from the sacrifice (or effigy) is splashed across an image of the target, the
cult carries out the ritual dressed as plague doctors, efforts are made to aggravate the symptoms of the
sacrifice's illness through drugs or other means prior to their death.
Roll: Sheol+Zeal+Occult vs the victims Stamina+Supernatural Power trait.
Dramatic Failure: The illness is completely wiped out by the victim's immune system. Further,
exposure to this disease has left the victim's immune system highly active, giving them +3 to rolls to
resist diseases for an entire month.
Failure: The disease fails to cause the victim any health problems.
Success: The victim contracts a serious illness which will severally limit their ability to act but is not
usually life threatening. Though the cause is supernatural the illness itself is a normal disease for the
region and responds as normal to medical treatment. See WoD Core p176 for rules on Disease.
Exceptional Success: The victim contracts an illness which while treatable has a good chance of being
fatal without treatment.
Suggested Modifiers: The victim was already suffering from a very dangerous disease, such as drug-
resistant tuberculosis (+3) The Leviathan has the Toad's Curse ancestral channel (+2), The victim was
already suffering from a moderately severe illness such as the flu (+2), The victim was already
suffering from a minor illness, such as a cold (+1), The victim lives and works in a very clean, sterile
environment (-1), You used a poisoned sacrifice/effigy rather than one suffering from an actual illness
(-1), The victim has the Natural Immunity merit (-2)
Isolation Ritual (OOO) The Leviathan is insidious, it can worm its way into the heart of a community. Spreading its tendrils
and cults into institutions and bind leaders to itself in madness and worship. Many among the tribe find
that ease of travel makes it harder to take over. People traveling away leave the Wake's grip behind,
changes that seemed subtle one by one become obvious warnings to a fresh pair of eyes from out of
town.
When a Leviathan wishes to isolate a community they turn to this ritual and call down a wall of fog that
saps the strength of any who wish to leave. Those left within are isolated pray for the Leviathan and it's
cult.
Sacrifice: A victim must be bound or caged and kept at exhaustion through sleep deprivation or drugs.
Most Cults planning for an extended fog use drugs.
Effigy: Any form of doll, mannequin or similar object can serve in place of a victim.
Auspicious Portents: High Tide and Saturn
Ominous Portents: Low Tide and Mercury
Sample acts: The victim is some form of escapee, a runaway or escaped convict. The victim frequently
travels, a trucker or sailor. The victim is kept cold. The victim is surrounded by danger real or
symbolized.
Roll: Sheol+Zeal+Occult
Suggested Modifiers: Naturally isolated geography (+1). Naturally insular community (+1). Open
geography (-1). Frequent travel (-1). Lots of water in the surrounding area (+1). Natural fog is present
where needed (+2).
Dramatic Failure: The ritual produces the opposite effect. A psychic shock-wave spreads out clearing
the weather. Mortals who feel it may be scared into leaving.
Failure: Nothing Happens.
Success: A hollow dome of fog forms with a radius of one mile per success. Less if the player chooses.
Wake vulnerable people trying to pass through must succeed on a Resolve + Stamina roll with a
penalty equal to the Leviathan's successes. On a failure they must turn back or collapse from
exhaustion. The penalty decreases by one a day starting from the moment the victim is removed from
the cage (effigies get one free day before the fog starts to fade) or recovers their strength with the fog
dissipating at zero. If the Cult is performing a task at the temple such as guarding it this may be
extended to include maintaining the ritual at no cost.
The barrier is not unbeatable. It can be bypassed by tunneling underneath or with vehicle that will keep
moving after the driver collapses (a risky strategy). While radio waves cannot penetrate the fog a signal
traveling by wire can. To truly isolate a town may require that the Leviathan and her cult dig up cables.
Exceptional Success: No extra benefit apart from an unusually strong barrier.
Ritual of Sacred Ground (OOOO) Through this ritual, a Leviathan folds reality in on itself, reshaping a location into a natural maze of
obscene geometries. This ritual is commonly used to increase the size and defenses of a temple or other
key location.
Sacrifice: You and your cult stalking a human through the location you wish to enhance with this ritual
and eventually killing them. The human cannot have any knowledge of the layout of the target area in
advance; they must be effectively lost while you stalk them. Note that in order for a victim to be able to
become effectively "lost" in your temple, it must have at least 3 dots in size.
Effigy: Completing the ritual without the death of the human used as a sacrifice. You may incapacitate
them and have them removed, or simply let them find their way out on their own.
Auspicious Portents: Flood Tide and Uranus
Ominous Portents: Ebb Tide and Mercury
Sample Acts: Efforts to encourage as much fear and confusion into the sacrifice as possible as they run,
Having extensive work done on the area in advance to make it more "maze-like", Using mechanisms to
actively change areas the sacrifice has already been through such as having a sliding wall mechanism
that conceals a door that the victim used the last time they were in the room.
Roll: Sheol+Zeal+Occult with a target of Temple Size. For locations other than a Temple use
equivalent sizes.
Dramatic Failure: For the duration of the story, the ritual's effect takes hold in the opposite way it was
intended. If this ritual was used on your Temple, consider it's size and security both one dot lower due
to the compact and straightforward access routes throughout the altered temple. If this effect was used
on a location other than your temple, such as a swamp, all people passing through the area do so twice
as fast as normal and get +3 on survival rolls to navigate the area.
Failure: Reality proves resistant to your efforts to distort it and does not change in any way.
Success: You have successfully distorted reality for as long as the area remains in use by the Leviathan,
this requires around 20 hours per month. If this ritual was used on your temple, gain 1 additional dot in
both Size and Security (maximum of 5), representing a greatly increased amount of room in the temple
and a series of confusing hallways making it nearly impossible for an intruder to navigate. If the target
area was not your temple, the area takes twice as long to traverse (as it effectively becomes twice as
large) and rolls to find your way through the area are at -2. In either case, individuals in the affected
area may roll Wits+Survival or Wits+Science to realize that there is something strange about the
location's layout.
Exceptional Success: Reality bends with exceptional ease at your touch. For the duration of the story,
gain 2 additional dots to both size and security if this ritual was used on your temple. If this ritual was
not used on your temple, the affected location takes 3 times as long to pass through and rolls to
navigate the area are at -5 due to the alien and maze-like nature of the area.
Suggested Modifiers: The location you are modifying was already a literal maze (+3), You possess the
Rain-Dance of the Tempest Ancestral Channel (+2), The area you are modifying was already difficult
to navigate, such a dense forest or swamp (+1), The area you are modifying has a very straightforward
design, such as an apartment building (-1), The area you are modifying is a wide-open plain, such as
the surface of the ocean, or an airport runway (-3).
Calling Forth the Avatar (OOOO) Sometimes a Leviathan's Cult needs her when she is in some distant place. Leviathans who know this
Ritual can come to their Cult's aid.
Sacrifice: Your Cult captures a mortal or supernatural creature related to their difficulties and ritually
kills and arranges their organs into pattern sacred to the Leviathan.
Effigy: Personal pleas written in the blood of each Cultist (causing at least one point of lethal damage)
along the edges of a pattern sacred to the Leviathan.
Auspicious Portents: Ebb Tide and Venus
Ominous Portents: Flood Tide and Saturn
Sample acts: The cultists lead prayer sessions begging their patron for intersession. The cult performs a
ritual symbolizing their troubles. The cult burns offerings of food to the Leviathan and scatter it around
the sight of the Ritual.
Roll: Sheol+Zeal+Occult
Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses the Creator of Life
Adaptation (+1). The Leviathan possesses the Sculptor of Life Adaptation (+1). The Leviathan
possesses the Hone champion Adaptation (+2). The Leviathan possesses The Hydra's Rebirth (+2). The
Leviathan lacks Womb of Terrors (-3). The Leviathan lacks the Dread Champion Adaptation (-2).
Dramatic Failure: The Ritual summons a savage and feral beast, most often from the Depths.
Failure: The effort is wasted.
Success: The Leviathan is contacted and may spend 5 Ichor to create a third-stage offshoot at the site of
the Ritual and possess it as per Dread Champion. If the Leviathan possesses the Hone Champion
Adaptation, it functions as normal. The Leviathan may create a new offshoot when this Ritual is being
preformed, but doing so levies a -2 penalty to the roll. This offshoot is not added to the Leviathan's
normal collection of offshoots.
Exceptional Success: None except the extra successes for the Hone Champion Adaptation.
Traversing the Waves (OOOO) The rift is a claustrophobic dangerous place, wrecked by the Tempest and patrolled by ancient instincts
and neurosis. Even to a Leviathan it is not the safest way to travel but this Ritual can change that. By
rapidly skimming between the Rift and the Shore a Leviathan can travel outside the limits of geometry
circumventing the globe in the blinking of an eye.
This Ritual is limited to traveling between two points connected by navigable water. In this context
navigable is defined as unbroken water deep and wide enough for the boat to safely travel. Locks, tidal
dams (when closed) and other such features will block the Ritual. Generally a Leviathan with this ritual
can reliably move from between any two points connected to the ocean but has more trouble inland. If
in doubt it's best to think what leads to interesting stories rather than get out maps of the local
waterways.
Sacrifice: Performing this Ritual is easiest with a counterweight. Something with strong ties to the
Shore to balance the Leviathan's tie's to the Rift. Any human will do nicely, just one thing. Acting as a
counterweight gives the sacrifice a front row seat to the desecration of natural geometry. If she fails on
a Resolve roll she will gain a permanent mild derangement or upgrade an existing mild derangement to
severe (for their own part Leviathans are safe, moving between the Rift and Shore is natural for the
Tribe). Because this leaves permanent damage treat it as serious torture for purposes such as calculating
the required Zeal. Traditionally the Sacrifice was nailed to the ship as a figurehead but this is not
necessary.
Effigy: The Leviathan performs this Ritual without a counterweight.
Auspicious Portents: High Tide and Jupiter
Ominous Portents: Low Tide and Neptune
Sample Acts: The journey begins or ends in a storm. The ship is sent underwater to symbolize entering
the Rift, since most Leviathan's don't own a submarine capsizing can be used instead, the ship will right
itself if the ritual succeeds.
Roll: Sheol+Zeal+Occult
Dramatic Failure: The ship is thrown wildly off course and probably smashed to splinters. It might end
up deep in the Rift or grounded in a desert but it's almost certainly far from where the Leviathan
wanted to be.
Failure: The Ritual doesn’t take effect. Unless you symbolically capsized your boat or did something
similar there is no negative effect.
Success: The Ritual secedes and the Leviathan's speed is increased immeasurably. This ritual doesn't
provide true instantaneous travel but it's fast enough that you can arrive anywhere on Earth within a
few minuets.
Exceptional Success: No further benefit.
Suggested Modifiers: Stormy Weather (+1). Using this ritual while swimming rather than sailing (-3
due to split focus, the ritual would have to be performed on the Leviathan's back so a A Mountain
Walked will be required.). Tranquility 6+ (+1). Tranquility 4- (-1).
Ritual of Transference (OOOO) Leviathans and their cultists often end up in dangerous situations, where they can be afflicted with all
sorts of diseases or wounds. While in most cases, these things will go away on their own given enough
time, sometimes a Leviathan does not want to wait or wishes to reward particularly loyal cultist who
received grievous wounds fighting in the name of their lord. Through this ritual, the ailments of one
person are transferred onto another, presumably less important, individual. The beneficiary must
consent to this ritual for it to have any effect, though the scapegoat can most certainly be unwilling.
Sacrifice: A human scapegoat to transfer wounds and/or diseases onto.
Effigy: An animal scapegoat to transfer wounds and/or diseases onto.
Auspicious Portents: Flood Tide and Uranus
Ominous Portents: Ebb Tide and Venus
Sample acts: The Leviathan or the cultists inflict wounds on the victim mirroring those possessed by
the beneficiary of this ritual. The cult burns a series of brands into the flesh of the victim representing
the various ailments possessed by the beneficiary. A blood transfusion from the beneficiary to the
scapegoat.
Roll: Sheol+Zeal+Occult
Suggested Modifiers: The scapegoat is willing (+3), The scapegoat is in perfect health (+1), The ritual
is only attempting to transfer wounds (+1) The scapegoat is already badly wounded if wounds are to be
transferred (-1), The scapegoat is already sick, if illness is to transferred (-1), The scapegoat is already
badly wounded (at least half of their health boxes filled), if wounds are to be transferred (-1), The
scapegoat has the Natural Immunity merit, if disease is to be transferred (-2), The scapegoat is already
cursed, if a curse is to be transferred (-2)
Dramatic Failure: Rather than transferring any ailments, you instead intensify them. You receive all of
the following negative effects that apply: If you were transferring wounds, one of your wounds is
upgraded to aggravated damage (if all your wounds are already aggravated, you take an additional
point of aggravated damage). If you were transferring a disease than you aggravate the disease resulting
in it's negative effects intensifying.
Failure: The ritual fails to have any effect, beyond any potential damage from the torture you may have
inflicted on the sacrifice/effigy.
Success: The beneficiary recovers their health, at the cost of that of the scapegoat. For each success
rolled, you may transfer one curse or illness or 4 dots of bashing damage, 2 dots of lethal damage, 2
dots of bashing and 1 dot of lethal damage, or 1 dot of aggravated damage. No more wounds may be
transferred to the scapegoat than the exact amount that will kill them. Genetic disorders and
supernatural templates may not be transferred with this ritual.
Exceptional Success: In addition to ridding themselves of a great number of ailments, the beneficiary
feels particularly invigorated after the ritual. For the rest of the day, all physical rolls made by the
beneficiary are at +1.
Birth Control Ritual (OOOOO) The Tribe have long sought a way to reliably birth pure humans or full blooded Leviathans. So far
they've failed and this represents one of the many Rituals used in the attempt. It's important to
remember that this ritual actually does work, a child born after this ritual really is more likely to
emerge as a Leviathan (or be truly human, it depends which Ritual we are talking about), it's just that
the more likely doesn't actually mean likely. Perhaps a family which regularly uses this ritual will see a
full Leviathan emerge around once in 45 generations rather than 50.
If used for purely practical ends this ritual is only really suitable for characters whose goals stretch
across centuries, anyone else is unlikely to see any return for their efforts. A loving parent who wishes
to spare their child from the horrors of Leviathan life (or share it's glory) may use this Ritual. If this
parent is a player character it could raise a dilemma: This ritual costs experience points and effort yet
has no mechanical bonus. Spending experience and effort on a Ritual with an uncertain payoff is
exactly what the Leviathan is doing in character but depending on the player it might not make for fun
gaming. The Storyteller should consider offering discount, some form of reward for good role playing
or even letting the Ritual work. Even in the World of Darkness, sometimes you get a miracle.
Sacrifice: Either parent must undergo some form of body modification to become closer to the desired
child. This causes 5 Lethal Damage and counts as serious torture. If a skilled doctor is on hand this is
no longer considered torture. The Doctor may roll Dexterity + Medicine, each success downgrades one
Lethal Damage to Bashing.
Effigy: The parent uses cosmetics and costumes instead to appear closer to the desired child.
Auspicious Portents: Low Tide and Venus (When hoping for a human), High Tide and Venus (When
hoping for a Leviathan)
Ominous Portents: High Tide and Pluto (When hoping for a human) Low Tide and Mercury (When
hoping for a Leviathan)
Sample acts: The parents choose a name for the child only appropriate to a human or Leviathan.
Cultists provide gifts to the unborn child only appropriate to a human or Leviathan. A “seer” or
“prophet” undergoes or fakes a trance then pronounces good news.
Suggested Modifiers: The Leviathan is of Bahamut's Strain (+1). The Leviathan is of Dagon's Strain (-
1). The Leviathan possess No Mysteries of the Flesh (+1). Both parents undergo the ritual (+2). The
child was created with Incubation of the Second Self (-2 due to a lack of genetic diversity).
Hidden Divinity Ritual (OOOOO) Many Leviathans never come to terms with the Wake. For good reason, so long as he possesses the
Wake a Leviathan can never deal with humanity as an equal, voices hush and none meet his eyes. Then
there are the Beloved, simply by spending their days together an innocent being may never be sane
again and the Leviathan is forever more responsible for their Beloved's actions and well-being.
Sometimes the Tribe seek to escape the Wake, it's not easy, it requires great sacrifice but it can be done.
While escaping from the Wake, just looking a stranger in the eye, can be a morally and emotionally
uplifting experience for the human part of a Leviathan rejecting her divine aspect for too long can
disrupt the delicate balance of a Leviathans mind.
Sacrifice: The Leviathans heritage came from the Tempest and back to the Tempest it must go. To
perform this ritual the Leviathan must sacrifice Ichor. At least four points per dot of Sheol to suppress.
Alone this would be fine but transporting Ichor to the Rift requires a vessel: A living being that can
hold the Divine Ichor in it's veins.
First the Leviathan must transfer Ichor into Hybrids (other Leviathans could be used, with difficulty) by
using the Birthright of Fecundity. Because Hybrids are limited in how much Ichor they can hold this
ritual usually requires mass sacrifice. Once the Leviathans Ichor is stored in Hybrids they must be
killed in a matter which neither spills nor pollutes their blood, strangulation or smothering is favored.
Finally the sacrifice is sent into the Rift. If the Ritual succeeds the Leviathans Divinity will go with
them.
Effigy: The Sacrifices are sent into the Rift alive. They may be brought back at any time but this ends
the Rituals effects immediately. Even near the surface the Rift is a dangerous place and to perform this
ritual without sending hybrids off to their deaths requires extensive preparations. A Doldrum must be
secured, provisions provided and the Hybrids must be trained and able to survive the Rift. At the very
least gills are required.
Auspicious Portents: Low Tide and Mercury
Ominous Portents: How Tide and Mars
Sample Acts: Allowing a priest of the cult to lead the ritual with the Leviathan taking a role no greater
than that of a normal cultist. As the Leviathan transfers Ichor the Sacrifices take over his role in the
ritual. A cultist playing the part of the government welcomes the Leviathan with citizenship or a
mundane part of everyday life like tax forms. The Sacrifices are wrapped with lead weights to carry
gold and gifts along with the Leviathans divinity to the bottom of the Rift.
Roll: Sheol+Zeal+Occult, sending the sacrifices into the rift is included in this roll.
Dramatic Failure: The Leviathans divine nature surges out of control. For the next week the Leviathans
Vice can only be satisfied alongside worship and dominance of lesser beings. A Glutton cannot simply
eat, his cultists must prepare food for him with terrible punishments should they not satisfy. A Prideful
Leviathan seeks self affirmation in Cultists suffering to prove that they are worthy of serving him.
Failure: The divine blood refuses to be suppressed and the Leviathan's wake remains as strong as ever.
Success: For a duration chosen at the time of the ritual's completion, up to one month, the Leviathan's
Sheol is considered to be decreased by Successes. The maximum decrease is limited by the amount of
Ichor sacrificed. The Leviathan's effective Sheol is used in place of their actual Sheol for focusing the
Wake, the size of the Wake and creating Beloved. If reduced to Sheol 0 the Leviathan has no Wake. If
the Leviathan ever acquires more Ichor than their effective Sheol would allow their effective Sheol
increases by one, Sheol 0 allows only a single point of Ichor. Ichor may be spent on nothing as a
reflexive action to prevent overfilling. Each month spent under the effects of this Ritual is a Tranquility
6 disruption, each week spent under the effects of this ritual is a Tranquility 8 disruption, and each day
spent under the effects of this ritual is a Tranquility 10 disruption.
Exceptional Success: The Leviathan may treat the number of successes as one higher and the amount of
Ichor sacrificed as four higher (if this means they have too much Ichor they may immediately spend it
on nothing).
Suggested Modifiers: You have not left Depth 0 for a full month prior to the ritual (+3), You have not
left Depth 0 for two weeks prior to the ritual (+2), You have not left Depth 0 for one week prior to the
ritual (+1), You were in Depth greater than 2 during the last week (-1), You were in Apotheosis form
sometime during the last month (-2), You were in Apotheosis form some time during the past week (-3).
Deep Wake (-1), Muted Wake (+1).
The Tenth Plague (OOOOO) A Leviathan is a divine being. It does not bargain with kings or presidents; no, it merely states its
wishes and woe befalls entire nations who refuse its divine mandate.
This Ritual has no Sacrifice or Effigy, its results are a sacrifice of epic proportions. To perform this
ritual the Leviathan chooses one Beloved as an envoy and sends them to make demands of a leader of
man. These demands may be so heinous or self defeating that no sane human will willingly agree but it
must be feasible to accomplish then.
Accompanying the demands must be a dire threat. This takes the form of who will die: The elderly, the
young, the clergy. Providing it won't kill more than half the population its entirely at the Leviathan's
discretion.
From the moment the demands are spoken the leader will immediately be aware that this is not an idle
threat but backed by a terrifying supernatural force. From this point she has ten days. The first and most
obvious solution is to give into the Leviathan's demands, this ends the looming doom. Most people
aren’t aware there are is a second solution: Kill the Leviathan. Leviathan's with the Dread Return
Adaptation must be killed fully but those able to return through the Depth 6 iteration of Incubation of
the Second Self need only be killed once. If neither of these are done then everyone who is politically
or personally under the jurisdiction of the leader and matches the set criteria rolls Stamina, if they
cannot match the Leviathan's successes on this ritual they die.
Supernatural beings can be affected by this ritual but three strict criteria must be met: Firstly the leader
must be a supernatural being with the same template. Secondly any supernatural being with a higher
Supernatural Advantage than the leader won't be affected by this Ritual. Finally the leader must be
Wake Vulnerable. Supernatural beings defend with Stamina + Supernatural Advantage.
A Leviathan using this ritual should take care, for the ten days it is active his Wake becomes more
noticeable if not actually more powerful. Anyone sensitive to the Wake, such as an Ahab, in the area
targeted by the Leviathan's curse is immediately aware that something big is happening.
Auspicious Portents: High Tide and Mars
Ominous Portents: Low Tide and Mercury
Sample acts: The Leviathan justifies this ritual as retaliation for communal crimes. The demands are
spoken every day for the ten days. The Leviathan's followers visibly separate themselves from the
targeted community by marking their homes or clothing.
Roll: Sheol+Zeal+Occult
Suggested Modifiers: The Leviathan's Cult has a significant religious presence in the affected area (+1).
A major presence (+2). No more than a few disorganized Beloved (-1). The leader does not have his
people's interest's at heart (-2). The leader is a puppet of a supernatural or foreign power inimical to her
people (-4). The leader is a puppet of the Leviathan before or at any point during the Ritual (automatic
failure). The Leviathan possesses the Anointing the Prophet Adaptation (+1).
Dramatic Failure: The titanic and devastating energies are unleashed upon the cult and the Leviathan
itself. Loose a dot of both Sheol and Cult Numbers then fill the Leviathan's health track with
Aggravated damage except for the last box which is filled with Bashing damage.
Failure: Nothing happens. Anyone sensitive to the Wake feels that a huge event was building but failed
to amount to anything.
Success: The Ritual is primed. The Leviathan has twenty four hours for a Beloved to reach a leader or
else the ritual is wasted.
Exceptional Success: The Leviathan's exceptional attunement to their Ritual allows them to treat the
slaughter as a monumental sacrifice to them self. Should things progress to death the Leviathan regains
one point of Ichor for every person dead, for simplicity just refill the entire Ichor pool.
LeviathanTempest:ChapterFive By the time he reaches the docks, he's already out of breath. His knee hurts with every step, so he takes
away the torn fabric to expose the wound. It has already scarred over, a white, translucent tissue that
radiates an impossible cold inside his leg. You can still see the shape of the sucker, right where the
tentacle struck him. He winces as he lets his pants back over the wound.
To figure out where he is, he looks around the deserted port. Most of the lights have been taken out,
along the years, by bored youth or by methodical professionals who wanted as few witnesses as
possible for what they were doing. The smell of brine, and gasoline, and garbage fills his head. It's not
altogether unpleasant.
Then he hears it. A low rumbling, like the squirming of blind, chitinous things rubbing against each
other under the earth. Maybe to other people, it would be revolting. To him, it sounds almost
melancholy.
He pulls out his pistol and starts walking until he reaches a wide, round door that leads underneath the
easternmost dock. For a moment, he almost gives up. How could he possibly even contemplate doing
this?
But then he sees, in his memory, the crushed hand of the girl, her smudged make-up, her sad eyes over
what remained of her mouth.
Slowly, silently, he opens the door, and the noise gets louder and louder. He glimpses eyes in there, a
bearded face, and the remains of a two-piece suit, but in a grotesque fashion, it's the vast array of
antennae that are familiar to him.
He takes a breath and steps in.
«It's over, Dad. I'm going to have to make you stop.»
Antagonists and Related Characters
Our Family
Other Leviathans Of all the threats Leviathans face none are a more common presence than their own family. From
bestial Typhons to the alien madness of the Ophions, a Leviathan who looks will have little trouble
finding monsters in their own family tree. Among the Tribe it is considered a sacred duty to purge these
insane creatures, both as an act of mercy and for the sake of their own security: most Typhons see other
Leviathans as a threat and react appropriately, usually violently, while at any moment the Ophions'
incomprehensible goals may turn out to involve the destruction of you and yours.
Yet far more frequently a Leviathan will come into conflict with the more Tranquil members of their
family. It's not that Leviathans don't need to be consumed by the Tempest to be monsters, though that's
certainly true. Other Leviathans have the same needs: Access to large bodies of water, impressionable
or well placed humans to serve as Beloved, Heirlooms and other pieces of Tribal history, the attention
of Atolls. A careful Leviathan can avoid conflict with a Typhon or Ophion but the only way to avoid
another Leviathan is to give up on something you want.
Conflicts between the Tribe are an unusual thing. They are cruel, vicious, spiteful conflicts and yet it is
rare for two Leviathans to actually come to blows. Both the Leviathan's Bestial and Divine natures are
instinctively opposed to the idea of Transforming and charging in a trashing maelstrom of teeth and
claws, while the human nature is usually the least violent of the three. Like an animal the Bestial nature
knows how to fight without escalating to any real risk of harm, and it instinctively prefers to loose than
to risk injury or death. The divine nature also avoids direct combat, but for different natures. The
Tribe's primordial divinity is expressed through power and dominance, the divine nature wants it's foes
to remain alive. Aware that they have lost, that they are lesser than it.
A direct violence is avoided, conflicts between Leviathans instead express themselves as instinctive
ritualised battles for social dominance. They display claws or teeth, see who has the bigger crest, try to
get neutral parties ‒ human or Tribe ‒ on their side and have their Cults perform elaborate rituals or
raids (Though Leviathans rarely harm each other, killing or worse against another's friends, family or
cultists is common) to show their strength. The most apt metaphor among human society may be an
exceptionally vicious divorce where both parents see nothing wrong with trying to get the kids on their
side, then having the kids fight to the death to get one over the ex. These conflicts usually end with the
defeated Leviathan backing away from the contested resource, leaving the bodies of cultists and ritual
sacrifices in their wake. When gods fight, it is mortals who bear the suffering.
All this changes when a Leviathan crossed The Line. Exactly what the line is varies to individual
Leviathans, it may be killing a much loved family member or cultist. It could be trying to force a
Leviathan to back off when they have nowhere to back off too. It could be putting two big fish in too
small a pond until they snap. Trying to "steal" an Atoll usually qualifies. Most of the time crossing the
line just means you've pushed one Leviathan too far but sometimes you can trigger every last Leviathan,
consorting with the Marduk Society or using Marduk's sigil for example. Regardless of what caused it,
crossing the line means that the other Leviathan wants you dead. No games of dominance, no threats or
bargains, no backing down. Their instincts are screaming to Transform and fight to the bitter end. The
Bestial nature knows that revenge or proving a point means nothing, in the ocean survival is everything
Speed 15. Though the Drone has no Skills, it ignores the unskilled penalty for Physical skills. The
Drone has no Social abilities and cannot spend Willpower but treat it's Composure as 5 for the purposes
of Perception rolls. The Drone's artificial mind is usually immune to the Wake and cannot receive
psychic signals in general but some Leviathans have worked around this with special Adaptations.
Sidebar: Super science at your local hardware store? What keeps super science from going public? Well who's to say it won't? Marduk has a lot of money, it
has to come from somewhere; with such a large research budget selling technology makes sense. Take
a look at the consumer electronics you're using, how much of it would have been “super science” ten
years ago?
The Irrational Economic Actors Task Force
History Cleansing. It's not a nice word, and it's not a nice job, but it was done. After the Second World War,
countries of Western Europe had to root out the collaborators, the traitors and war profiteers, and purge
them from the positions of power they had attained under German or Italian occupation. In Germany
and Austria, the territory was even occupied by the Allies, who ran this denazification programme. The
investigators who did this were a unique blend of policemen, accountants and spies. Several of them, in
the course of their investigation, discovered a terrible truth: that the men and women who had richly
profited from the chaos and tyranny of war were sometimes more than humans. They say that man is
the worst monster, but they're not always right.
Several investigators tried to strike back, and were destroyed utterly. But safety was in numbers.
Former resistance networks were reactivated, weapons procured, requisition orders forged. In 1946,
detective Edwin van Geerts, Major Gaston Buffalat and Occupation Commissioner Harold Fellowes
held the first international cooperation meeting on supernatural cleansing. Experience came from any
source they found: turncoat Nazi occultists, politicians with an in on the dark sides of the Church,
American friendly special forces. The meetings became regular and eventually merged smoothly into
the burgeoning European Communities.
Nowadays, the Irrational Economic Actors Task Force is one of the myriad bodies gravitating around
the Commission building in Brussels. It is a think tank, a quango, a semi-private reflexion group
dedicated to monitoring supernatural activity. With the quelling of continent-wide fears of warfare, its
focus has shifted largely to economic analysis. It is also an informal meeting group for agents of
several European intelligence agencies which have maintained a presence there, co-opting colleagues
with a special experience in the field of monster hunting. Maintaining such a complex system as the
European economy running is an exceedingly difficult task at best, and no one wants to deal with the
effects of inhuman monsters exerting an undue influence on entire cities.
Members The Task Force is found in the corridors of power, and its members are drawn from the bureaucrats and
civil servants who keep the European economy running. This tends to give them an academic
background, a measured approach and a focus on the big picture. Most would rather fight monsters
with the stroke of a pen than the barrel of a gun.
That said, when it's do or die, the Task Force doesn't shy away from direct action. Its members are
experienced and well-connected, and the balance struck between agencies and agendas means that it's
not often they can sub-contract the elimination of a supernatural threat to a mundane agency without
repercussions. They tend to act very professionally, even if they aren't equipped with the skills or gear
the situation would require.
Parties The Task Force itself is small, but its turnover rate and extended contact network means it can rely on
many more people than those just on the payroll. Over time, differences of opinion emerge.
'Hacks' are devoted to keeping things running smoothly. They want what's best for Europe's citizens
and markets, and nothing creates panic more than unwanted news. Many of them come from
backgrounds in economics or government. They will keep the monsters down so everyone else can live,
but it's just as important to be diplomatic and smooth than it is to go guns blazing. Free speciality:
Persuasion (Politicians) or Persuasion (Public Servants).
By contrast, 'Troubleshooters' see themselves as consultants hired on retainer to solve particular
problems. They often have previous monster-hunting experience and are called in when the Task Force
encounters issues they cannot solve by activating their government or intelligence contacts. Free
speciality: Subterfuge (Vacate the area)
Finally, 'Wonks' are the strategists of the group, the big thinkers with vision, or at least that's how they
see themselves. They tend to come from business or academia, and compensate their lack of practical
experience with a surprising breadth of knowledge. Wonks usually hold the Chairman position. Free
speciality: Academics (Economics)
Status The Task Force is just as much of a backbiting, scheming place as one would expect. Still, experience
and skill sometimes get noticed and rewarded.
0: You've been asked to do a presentation for the Task Force, and consulted a couple of times. You
gain the Economics specialty for free in either the Investigation or Politics skill.
000: You're on retainer or on permanent assignment to the group, and have started to build a network of
contacts. You've also gone in the field at least once on an investigation or an elimination job, and
you've more than likely taken serious risks for your life or career. You gain two dots in the Contacts
merit.
00000: You are known as not only an expert in your field, but as the guy people should turn to when
they meet unexpected trouble. You're so good at noticing telltale signs that you can do it unconsciously
now. You gain the benefit of the Unseen Senses merit, but it is only triggered when you put together
evidence of a supernatural being's activity (i.e., it does not work at close range).
The Season Letters
History It began with little more than a desperate hope and a postage stamp. On a dark, wild night in 1912, Dr.
Rupert Season of Providence, Rhode Island, wrote to his good friend Eamon Campbell. Season was an
alienist who had been treating a patient so strange, so self-possessed and so haunted, that Season
himself felt he was coming close to the edge of the abyss. Campbell, a professor of mythology at
Trinity College Dublin, immediately wrote in turn to several friends of his, until one day, a few weeks
later, a grim former medical surgeon knocked on Season's door. It was too late: the good doctor had
already succumbed to the infectious madness his patient propagated, and was turning into a mindless
monster. Season stalked his visitor throughout the night streets of Providence until he was cut short by
a runaway train.
After this tragic experience, Campbell decided to look deeper. He structured his network of epistolary
contacts into an intelligence-gathering information and tried to locate Season's original patient. But
Campbell was not after revenge; it was curiosity that motivated him so. He finally found the man and,
armed with certain precautions suggested by his friends, went to meet him. He survived the experience,
and although he was plagued to the end of his life by nightmares, went on to write his most brilliant
work.
Over the years, other cases have popped up of similar supernatural cases, and Campbell's group (now
known formally as the Season Letters) reported them, corralled them and studied them. Originally
mostly made up of academics in the fields of psychology and history, it has expanded into several other
fields, including a number of military officers and businessmen. It still works mostly at a distance, with
email and postage mail representing most of the work, until it is time to meet the creatures that go
bump in the night.
Members Unlike some groups which want to explain the supernatural, the Season Letters take its existence
largely for granted. Their members come from accademic backgrounds leaning towards the humanities:
History, anthropology, philosophy. They aren't interested in studying how supernatural abilities work,
but to learn from the people who are touched by something beyond the norm? What insights on history
can be learned from an immortal creature of the depths? What aspects of psychology can be revealed
by an inhuman intellect? Can spirits of the hive teach us why humans work together as they do?
Members of the Letters tend to be a cautious sort who use their network to it's fullest extent to learn of
any risks and necessary precautions before making organising a meeting with the supernatural. Few are
violent, and if they kill it is usually to protect themselves from retaliation.
Flocks The network is too disorganised for structured factions to emerge. Nevertheless, for people who meet
very rarely, reputation is everything, and certain tendencies have been clear for a long time.
You won't find 'Larks' in the field. They're happy to serve as sounding board, to provide advice and
analysis, but they never get more involved than that. Most use pseudonyms and are only know to those
who have recruited them into the network. Because more proactive elements resent them somewhat,
they spend their time currying favor to get feedback on fieldwork. Free speciality: Academics
(Reviewing)
'Cuckoos' favor deep fieldwork, sometimes going so far undercover that their loyalties shift and they
come to obey those they wanted to study. Nevertheless, much of the Letters' most important data has
been gathered by them, and they inspire respect as well as fear. Free speciality: Subterfuge (Blending
In)
'Starlings' are experts on meeting sessions. They routinely travel from location to location, setting up
safehouses and wards to assist the local members. They generally stay during the meetings and are
rewarded by information as much as money. Free speciality: Streetwise (Safehouses)
Status The Letters are a very informal network, but reputations get built and traded on.
0: You have provided information on request by a member, and have been kept appraised of the result
of the investigation. You are also starting to work at a distance through contacts. You gain a free
Written Word specialty in the Expression or Persuasion skill.
000: You have participated in at least one meeting session, and are well-known for your insight within
the network. You have come across dozens of reports from across the world. You gain two dots in the
Allies merit.
00000: You are one of the central hubs of the network, and those members that you don't know
personally you can probably investigate and discover. You have survived several meetings with
creatures, and not all of them have gone well. You gain the benefit of the Encyclopaedic Knowledge
merit, if you have the time to ask your contacts in the network and receive their feedback.
The Virtuous Tribe Though mankind has long known of the Wicked Tribe and sought to defend itself from the
depredations of Tiamat's brood the day to day conflicts between a Leviathan and humans are more
likely to be caused by his actions than what he is. A Leviathan who seeks his very own criminal empire
will find himself in opposition to established criminals from street thugs to Mafia empires. A growing
Cult attracts worried family members, deprogrammers, reporters or condemnation from the pulpits.
In their own way such threats can be more dangerous than a rampaging Typhon or hunting Ahab. Not
only are they far more numerous, a rampaging Typhon ends in blood and the Leviathan, should she
survive, is free to get on with her life. Even Marduk has limited resources allowing a Leviathan to lie
low until the heat is off. Humanity however cannot be fought, it cannot be escaped at least not if a
Leviathan wishes to keep his mind intact. It can only be endured day after day while the Wake forms an
impenetrable barrier to peaceful coexistence.
Marine I'm not supposed to tell you this, but we fired depth charges on patrol last night. No one's saying why.